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Sep 29, 18:01

 
Sep 29, 20:05 VG247 Latest Articles Feed
    

Insomniac's Marvel's Spider-Man 2 will be "a little daker" than the studio's Spider-Man and Miles Morales games.

This is according to Marvel Entertainment's creative vice president, Bill Rosemann, speaking in an episode of the This Week in Marvel podcast.

Using a Star Wars analogy, Rosemann compared the next entry in the series to The Empire Strikes Back.

Read more



 
Sep 29, 21:00 Tabletop Gaming News
    

 
Sep 29, 20:52 Pure PlayStation
     Welcome to Izesaki Ijincho, I'll be your guide. Lost Judgement is unprecedented digital tourism. Ryu Ga Gotoku Studio,…

 
Sep 29, 21:20 Pivotal Gamers
     Hello all. itch.io holds a new giveaway for Zombie Admin. Their message follows. Get Zombie Admin for FREE! A few words about Zombie Admin It's the zombie apocalypse, but you can't miss another work day! Last minute notes Login with your itch.io account, follow the on-screen instructions to add it to your library. Isn't that great news or what? Just click on the button below and ...

 
Sep 29, 20:20 IGN Video Games
    

 
Sep 29, 21:00 Xbox Wire
     I still clearly remember seeing UnMetal for the first time earlier this year. As an indie games publisher, we see a lot of pitches, and every so often, something truly extraordinary stands out. I felt it immediately with UnMetal. Tight, familiar controls. Gorgeous pixel art. Well-crafted gameplay. And… hilarious? I wasn't expecting that, but within […]

 
Sep 29, 22:00 Game Informer
    

We are currently in the beginning stages of the holiday window, the time in which, traditionally, most of the year's biggest blockbuster releases hit store shelves and digital storefronts. This year's holiday window promises a ton of big releases that we're all eagerly anticipating from franchises like Halo, Far Cry, and Metroid, but we can't ignore the looming leviathan that is 2022.

Elden Ring

The Stage is Set

Next year looks to carry this holiday season's momentum and give players little time to recover from the relentless releases. Right out of the gates, we have two hotly anticipated games – From Software's collaboration with George R.R. Martin, Elden Ring, and Game Freak's most unique experiment with the mainline Pokémon franchise in decades, Pokémon Legends: Arceus – launching on the same day in January. But if you think that's a mere coincidence, look no further than February. In the shortest month of the year, we have Dying Light 2 Stay Human, Horizon Forbidden West, Destiny 2: The Witch Queen, Saints Row, The King of Fighters XV, and the extremely promising brawler Sifu.

However, after those first couple of months, things slow down ... at least in terms of games with hard release dates. Sure, you have the new entry in the long-running racing-sim series, Gran Turismo 7, the D&D-meets-Borderlands looter shooter, Tiny Tina's Wonderlands, and the exciting retro strategy RPG, Triangle Strategy, hitting in March, as well as STALKER 2: Heart of Chernobyl hitting in April, but after that, the solid release dates are few and far between. You know, aside from Bethesda's next big title, Starfield, which for some reason already has a release date of November 11, 2022; I guess maybe this date pays tribute to Bethesda's most popular game, The Elder Scrolls V: Skyrim, which launched on November 11, 2011 – Who knows? But the hits don't stop with the games that have solid release dates.

The Legend of Zelda: Breath of the Wild sequel

Beyond The Opening Acts

Most of the games that have dates already are undeniable heavy hitters, but if you dig into the list of games currently slated for a broader release window within 2022, you'll see we're only scratching the surface. Looking purely at the triple-A titles, we have a ton of great games, including The Legend of Zelda: Breath of the Wild sequel, God of War: Ragnarok, Redfall, Bayonetta 3Splatoon 3, Marvel's Midnight Suns, Lego Star Wars: The Skywalker Saga, Mario + Rabbids Sparks of Hope, Rainbow Six Extraction, Kirby and the Forgotten Land, and plenty of others. That doesn't even include smaller (but just as exciting) titles that recall beloved past franchises like Teenage Mutant Ninja Turtles: Shredder's Revenge and Metal Slug Tactics.

Sequels to well-liked games including Two Point Campus, Salt and Sacrifice, A Plague Tale: Requiem, Company of Heroes III, Slime Rancher 2Blossom Tales 2: The Minotaur Prince, and Earthlock 2 are also on the docket, giving players, even more, to look forward to.  Meanwhile, The Callisto Protocol is set to pay homage to Dead Space, while Eiyuden Chronicle: Hundred Heroes is sure to please fans of Suikoden. Those embedded in the comic book world have way more to look forward to than the aforementioned Midnight Suns, as DC is also bringing the heat with both WB Games Montréal's Gotham Knights and Rocksteady's Suicide Squad: Kill the Justice League scheduled for next year. 

God of War: Ragnarok

It's undeniable that 2022 has some incredible games lined up for release, but before we get too carried away with the coronation ceremony, I think some perspective is in order.

Stacking Up

When I look at the long list of games currently scheduled to hit in 2022, I absolutely think it outshines the last couple of years. However, how would it stack up against some of the best years of all time? Many point toward years like 1997 (Castlevania: Symphony of the Night, Final Fantasy VII, GoldenEye 007, Star Fox 64), 1998 (Zelda: Ocarina of Time, Half-Life, StarCraft, Banjo-Kazooie, Spyro the Dragon, Metal Gear Solid, Resident Evil 2, Grand Theft Auto, Gran Turismo, Pokémon Red & Blue, Baldur's Gate, Mario Party), or 2007 (Assassin's Creed, Mass Effect, Call of Duty 4: Modern Warfare, Portal, BioShock, Super Mario Galaxy, Rock Band, Crysis, God of War II) as the greatest years in the history of gaming, but often overlooked are the later years in the 2010s. 

For example, just a few years ago, in 2017, we received a new contender for the greatest years of all time, as players were treated to an onslaught of outstanding games, many of which are now considered among the greatest of all time. In that calendar year, which also included the launch of Nintendo Switch, players received Zelda: Breath of the Wild, Horizon Zero Dawn, Persona 5, Nier: Automata, Fortnite, Resident Evil 7, Hollow Knight, Sonic Mania, Night in the Woods, Hellblade: Senua's Sacrifice, Mario + Rabbids: Kingdom Battle, Splatoon 2, Injustice 2, Uncharted: Lost Legacy, Nioh, Assassin's Creed Origins, Cuphead, Divinity: Original Sin II, Prey, What Remains of Edith Finch, Metroid: Samus Returns, Destiny 2, and a shocking number of other massive, critically acclaimed games. 

Then, just a year later, the industry doubled down on the greatness with 2018, a year that included Red Dead Redemption 2, God of War, Marvel's Spider-Man, Super Smash Bros. Ultimate, Forza Horizon 4, Return of the Obra Dinn, Dragon Ball FighterZ, Frostpunk, Monster Hunter: World, Celeste, Assassin's Creed Odyssey, Into the Breach, and Dead Cells. However, as great as 2017 and 2018 were, those earlier years, which laid the foundations for series and genres that we still enjoy to this day, will always have a leg up when talking about the best years of all time.

While looking at the list of games coming out in 2022 includes mostly sequels and new series from established developers, players can expect plenty of new franchises to take root next year as well. The trick with forecasting ahead is that we don't know many new franchises are worth keeping an eye on until we get closer to their release dates and learn more about them. Are we likely to get the first game in the next series that will rival Grand Theft Auto in 2022? It's unlikely. But it's also entirely possible that we'll be completely blindsided, and the game we most clearly associate with 2022 when our future selves reminisce isn't even mentioned in this article.

Senua's Saga: Hellblade II Senua's Saga: Hellblade II

The Unknown

Who knows if 2022 will carry the same historical significance as 1997, 1998, or 2007, but with so many games that capitalize upon past successes and continue the formulas of games that came before, there may be more likely-to-be-good games than any of those years. This list also doesn't account for any number of surprise hits that could emerge that aren't on our radars. After all, how many people in 2014 could have foreseen a crowdfunded indie darling like Undertale bursting onto the scene as one of the most beloved games of 2015?

Not to mention, many publishers have recently made a habit of shorter marketing cycles. Look at 2021, for example; we didn't know games like Marvel's Guardians of the Galaxy, Metroid Dread, and Forza Horizon 5 even existed as we entered the year. How many games like that will be announced in summer 2022, only to launch in the subsequent holiday season? Also, will other games that currently don't have an official release window, such as Overwatch 2, Senua's Saga: Hellblade II, and Fable, finally get release dates in the next calendar year? As wild as 2022 already looks, it could become substantially more stacked.

Of course, as we've seen these last two years, no game's release date is guaranteed, particularly as the pandemic continues to affect how development studios operate. Also, any game, regardless of the studio, pedigree, or franchise, could turn out as a flop. Still, with so many exciting games scheduled to enter our homes in the next 15 months, the biggest question comes in figuring out where we'll find the money to buy all these games and how on Earth we'll find the time to actually play them. 


How is 2022 looking for you so far? Which releases are you most excited about? If everything scheduled in 2022 comes out as planned and is as good as expected, where would the year stand among the greatest years of all time? Sound off in the comments below if you feel so compelled. Otherwise, have a great day.



 
Sep 29, 20:30 Game Informer
    

Ikumi Nakamura's mother didn't want her to work for Capcom. As she tells it, early in life, Nakamura saw a feature on the making of Resident Evil. In it, the game's creators gather at a bar to drink and talk about the development. Nakamura's mind was made up. She wanted to be a game developer. She wanted to work with the people she saw on screen. Nakamura's mom was less impressed.

"I saw it, and I told my Mom, 'Oh my God, I want to work with them,'" Nakamura tells Game Informer via translator. "And my Mom's like, 'No, don't work with them. They're just drunk, old men. Don't do that!'"

Nakamura didn't take her mother's warning to heart.

Nakamura's first job in the industry was at Capcom; she was an artist for its internal team, Clover Studios. That job meant a lot to her, personally. Aside from being a fan, Capcom's games were something Nakamura bonded over with her father, which offered a personal connection to the work.

During and since, Nakamura's had a hand in developing several cult-favorite video games, including Ōkami, Bayonetta, and The Evil Within series, working for Platinum Games and Tango Gameworks after Capcom. But for the majority of her career, she was relatively unknown within, and certainly outside, the game industry. That is until E3 2019, when her presentation for Ghostwire: Tokyo thrust her into video game stardom – thanks in no small part to her outgoing and offbeat personality. Nakamura has since become a social media favorite, befriending prominent game developers such as Sony Santa Monica's Cory Barlog.

Nakamura is, more or less, an overnight sensation, and since leaving Tango and Ghostwire in September 2019, people have wondered what her newly founded studio is developing. Despite that, much of her story remains unknown – where she came from, her career at Capcom and Platinum, and her experiences at Tango. To remedy this, we reached out to Nakamura, and talked to her for hours – in one of her first big American interviews post-Tango – about everything from her love of horror to her once-daily nightmares while working on Ghostwire, to what she plans to do next.

Capcom

Growing up, Nakamura's father kept one secret from her mother: He was bonding with their daughter over a shared love of horror movies and video games.

Nakamura's father raised her the same way he would've raised a boy, and the two were both daredevils in their own ways. Where her father rode motorcycles, Nakamura climbed on the roof of her family's house and jumped off their staircases. Which, to be fair, is a dangerous activity for a little kid, as evidenced by one of Nakamura's childhood injuries.

"One day, I fell from the stairs and lost the lower part of my face," Nakamura says, laughing, explaining she hit the ground face first. "The skin and the lower lip got dragged. It was almost like I lost my lower lip. My Mom saw it and she passed out from the shock, so no one could help me out at that time."

Horror media made the biggest impact on Nakamura as a child. Nakamura and her father hid this from her mom, who didn't approve, and they spent a lot of time watching scary movies and playing horror and gothic-inspired games together.

It can't be overstated how profound an influence horror had on Nakamura; it's something she constantly brings up when talking about her early life. Growing up, she says she watched horror movies every day, such as American classics like Return of the Living Dead. She also loved staples of Japan's horror boom from the mid-to-late '90s and 2000s, such as Pulse (Kairo in Japan), directed by Kiyoshi Kurosawa.

At the same time, as she puts it, Japan was in a "golden age" of video game development, and Capcom was just one of many companies spearheading that charge. Nakamura spent a lot of time playing games in the Resident Evil and Devil May Cry series – which, coincidentally, have been directed in the past by Shinji Mikami and Hideki Kamiya, who Nakamura would spend most of her career working alongside.

Nakamura went to art school in Tokyo and later the Amusement Media Academy to study game design. However, only a couple years into her education, her life was turned on its head. While out on his motorcycle, her father was in an accident and passed away suddenly, sending her life into "total chaos." She spent a lot of her early life acting reckless, but Nakamura says her father's death changed her, leaving her focused on protecting her family.

"After his death, I totally changed," she says.

But one thing didn't change: Nakamura's dream of working at Capcom. If anything, her father's death reinforced her desire to join the company after her schooling. He loved Capcom's games, and during his funeral Nakamura made sure he was still able to play Resident Evil.

"In his coffin, I put a copy of the Resident Evil strategy book and a PlayStation controller," she says. "[So] that he could play the game in another dimension. But I forgot that Japan is a cremation culture, so his bones and the controller got stuck together. I looked at it [as] he never gave up the game, even when he was a bone! I was impressed."

Nakamura had to apply twice, but she joined Capcom in 2004, coming on board its internal Clover Studio. Initially set up to develop Viewtiful Joe 2, Clover was a semi-autonomous studio within Capcom's Osaka, Japan headquarters, tasked with developing new intellectual properties. In line with Nakamura's influences, Mikami and Kamiya worked as directors for the studio – the former overseeing 2006's God Hand and the latter helping make Viewtiful Joe 2 and Ōkami, released in 2004 and 2006, respectively.

Nakamura's first project was Ōkami. She joined Clover as a 3D environment artist – a job, she says, she was "incompetent" at. Despite her lack of experience, and the fact that some people within the company weren't treating her well, Nakamura applied herself and tried to learn as much as possible on the project.

"I was new, I didn't know really how to work, and was constantly told that I would be fired," she says. "I was pushed around, overloaded with tasks and challenges. And so I went around to different sections, to ask about 'how to work better' and what I can help with, helping with anything I could, making animations or small stages, or objects."

At the time, Nakamura describes Capcom as an "old-school" developer, full of behavior that wouldn't fly in a modern workplace. For example, it wasn't uncommon to see developers sleeping under their desks to save themselves a commute – something presented to the public on television in both Japan and the United States. When she was a kid, Nakamura says that when she saw that footage it seemed like a dream job. Now that she's older, not so much. "[I felt like], 'Oh my God, that's what I wanna do,'" she recalls. "But then looking back, like, no, that is totally wrong."

It also wasn't uncommon for Capcom management to let their tempers get the best of them, lashing out and yelling at employees or hitting desks and kicking trash cans. "They would just kind of hit everything around them," Nakamura says, adding that it showed her the kind of company culture she doesn't want to create in the future, for which she's thankful.

"Overall, it wasn't effective," she says. "People do get frustrated, that happens, but showing that physically or verbally, that creates fear in the work environment."

"Now I know what not to do," Nakamura says.

Ōkami

The relationship between Capcom and Clover was an acrimonious one, with constant clashes between management and Kamiya over Ōkami's direction. According to Nakamura, her impression was that Capcom saw Clover as "just the group of weirdos" and a "totally separate entity." As an example, she points to the Wii port of Ōkami, developed by Ready At Dawn, which didn't include the names of the original developers or the Clover logo in the credits.

In 2008, Capcom issued a statement about the missing credits, saying the removal was due to a pre-rendered cutscene containing the Clover logo, which the publisher did not have the legal right to use in a game the studio wasn't directly involved in. "We also didn't have the source to the credit movie itself, so we couldn't just use it and remove the Clover logo," Capcom said.

"I'm sure something happened – politics," Nakamura says. "But it's not a cool thing to do for the developers who actually spent hours and effort to create the game."

Despite the issues, Nakamura isn't wholly negatively about her time with Capcom. In fact, since Ōkami's development wrapped, she's been open about her desire to make sequels that deliver on the original vision of the first game. As she puts it, the game Capcom released was "probably one-third" of what Kamiya initially had in mind. And now that Nakamura has worked for other developers – specifically ones partnered with publishers based in the States – she admits to wondering whether or not she should've stayed at Capcom.

"What would've happened?" Nakamura muses. "Because, out of all the companies I worked with, Capcom is a company that allowed artists to input their artistic sense in the game the most."

When we point out we expected the opposite answer, that Capcom was the most restrictive, Nakamura adds, "Maybe that's what Japanese people who stayed in Japan [and] didn't deal with other companies overseas, they might say that."

Of course, Nakamura didn't stay. When numerous people left Capcom and Clover to found their own studio, Nakamura went with them, starting her journey at Platinum Games.

Platinum Games

In retrospect, Nakamura says it's probably for the best that her first project as director didn't get made.

Early into her time at Platinum, Nakamura submitted a proposal for a Nintendo DS game that caught the eye of Mikami, who came over to Platinum as a contract director and external board member. The project, as Nakamura tells it, was to be several small "eerie" games touching on "taboo subjects." The project was greenlit, and despite her lack of experience, Nakamura got to lead her own team. It didn't go well, and the game's subject matter ended up being a point of contention.

"I even went to Nintendo to give a presentation, and they told me if Platinum Games released this through the DS, not that it will be the end of Platinum Games, but Platinum Games will have a really, really bad reputation," Nakamura says.

Bayonetta concept art by Ikumi Nakamura

About one year into development, Nakamura's project was canceled and she was moved to the team making the first Bayonetta, a stylish action game in-line with director Kamiya's earlier work on Devil May Cry. She was a concept artist – even if it was a partially self-appointed title. "I wanted to graduate from being an environmental artist, so I took the liberty of calling myself a concept artist and started drawing designs," Nakamura says. "I think I acted strongly [and felt] that I should do what I wanted to do even if it was in an organization."

At the time, Nakamura was playing a lot of games developed by American studios – especially Uncharted, Gears of War, and Dead Space. This influenced her approach to game design, specifically when it came to Bayonetta's user interface. Based on the game's female focus, she also brought in influences from famous women throughout history, fashioning Bayonetta's accessories after women such as Cleopatra. To accentuate the over-the-top aspects, Nakamura suggested making buildings gigantic and the action outlandish – all aspects that made Bayonetta stand out when it was released in 2009.

At the same time, Nakamura began thinking about how to develop games that appealed to a global audience, not just a Japanese one. Her hope was to show players in other countries how cool Asian cities and culture were – though her specific vision wouldn't be heavily applied until later games.

Following Bayonetta, Nakamura served as art director on Platinum's now-canceled Scalebound. While Microsoft signed on to publish, it still never saw the light of day. Nakamura says her time with its troubled development left her with lasting lessons for future projects.

"What I still think about is, 'Was I [successful] in creating what the director wanted to do?'" she reflects. "The concept wasn't fixed; it didn't have a strong vision. What the publisher wanted, what the director, Kamiya-san, wanted, and what the team wanted were all kind of not looking at the same direction. So, it didn't have the unity. It was my job to create the unity, and I don't think I was able to provide that. So that's something I felt like I couldn't do back then. What I learned is the director has to have a very clear, strong vision from the beginning."

By the time Scalebound was canceled, Nakamura had already moved on from Platinum. When Mikami founded his own studio, Tango Gameworks, in 2010, Nakamura was part of the group that joined him, allowing her to move back to her home city, Tokyo. It was not only the job she's held the longest thus far in game development, but the one that thrust her into the spotlight.

Tango Gameworks

Joining Tango gave Nakamura a chance to do something she'd wanted to do her entire life: make a survival horror game. And it would be one directed by Shinji Mikami, the director of the first Resident Evil, no less. But it's complicated.

The Evil Within was Tango's first official release and Mikami's return to survival horror. However, the developer had previously experimented with an open-world science-fiction survival game called Noah. As detailed in a 2014 Polygon interview with Mikami, early in the company's history, Tango hit financial issues. Noah was canceled and Tango was in trouble. Until later in 2010, when publisher Bethesda purchased the company.

"Compared to the image of a typical Western game publisher, Bethesda is probably more like a typical Japanese publisher," Mikami said at the time. "They don't force creative people to do stuff. They give that creative freedom to developers."

Nakamura tells the story a bit differently. "[Mikami] really wanted to create new types of games, not [keep] doing the same things he's done," she says. "But people in the world wanted him to create – expected him to create survival horror."

The Evil Within's "Keeper" enemy, designed by Ikumi Nakamura

Nakamura found herself on a project she had dreamed of making with the caveat that, in her mind, the director didn't want to make it. Rope in Western publisher politics – something Nakamura up to that point wasn't familiar with – and it became a complicated project. The Evil Within, released in 2014, was the last project Mikami directed, and the developer has since stepped into a producer role to allow younger developers to direct games. Nakamura was one of those developers.

After some time on The Evil Within 2, released in 2017, Nakamura began leading development on what would become Ghostwire: Tokyo. Her direction was to take a bunch of elements from her love of the occult, supernatural, and urban legends, and combine them into a contemporary setting – which in this case, as the name implies, is Tokyo.

"Remember when we were talking about Bayonetta, that I wanted people from all over the world to think about how cool Asian urban cities are?" she asks. "So, I wanted to bring that back. I was like, 'Finally, I can make a video game that can express my vision that way.'"

As of this writing, Ghostwire remains unreleased, but Nakamura filled us in on some initial ideas. Set in 2020, people throughout the world have started to disappear, leaving those left behind to assume it might be a virus taking people out. To combat this, people begin wearing masks. However, in 2021, amid the COVID-19 crisis, Nakamura says she's glad that iteration of the story isn't being released. However, she still speaks proudly of the general setting, atmosphere, and supernatural direction.

Ghostwire: Tokyo

Nakamura had the chance to present Ghostwire to the world for the first time at E3 2019, where she got on stage during Bethesda's press conference to announce the game. Understandably, the idea of getting on stage in front of thousands of people (not to mention many more watching live) was nerve-wracking. As Nakamura tells it, the numerous rehearsals over three days didn't help. Nakamura isn't a native English speaker, and she says she had trouble with her lines, so she practiced them over and over while pacing around backstage.

However, at the last second, Nakamura says the show's producer told her to forget her pre-rehearsed lines and to go out on stage and be herself.

Nakamura's presentation became one of the standout moments of that E3. While debuting Ghostwire, her passion for the project endeared people to her, and her use of humor to explain the game's atmospheric world was a welcome change of pace compared to the numerous self-serious presentations usually filling E3. Overnight, Nakamura became a sensation, a meme, and in her own way, a celebrity.

Ikumi Nakamura Ikumi Nakamura behind-the-scenes at E3 2019

"I was simply happy about all the responses, because I was really passionate about presenting what I was passionate about," Nakamura says. "And also, I'm a big fan of manga and anime, so I love all those memes. [...] And that ended up [leading to] people focusing on game creators. So, I feel that was a success."

But Nakamura's time on Ghostwire was about to end. Eventually, the stress of developer-publisher politics and the publisher having control over the game affected her negatively. Nakamura began having nightmares about higher-ups within the company. This went on for years, she says, starting with just talking in her sleep around once a week, and then progressing to daily nightmares.

"The nightmare I had was that when I came to work, all the members of the development team had disappeared," Nakamura recalls. "Then there was an altar in the middle of the room, and when I looked at the picture, it was of my boss, which was a strange story."

Her health declined around this time as well and four years into development on Ghostwire, Nakamura made the decision to leave both the project and Tango. Getting to that point wasn't easy. Nakamura likens Ghostwire to a child and herself as the mother. Four years is a long time to lead a project, and walking away was a difficult call.

"I was a creative director, so this is literally my baby," she says. "My four-year-old baby. So, to let that go – ask any mother to let her baby go. It was that gut-ripping."

Nakamura became a free agent, but as she tells it, she left without much of a plan. And then something unexpected happened. Once news of her departure hit the internet, she began getting offers from developers worldwide, and she befriended some of the bigger names in film and game development, including Sony Santa Monica's Cory Barlog, film director J.J. Abrams, and Rainbow Six Siege creative director Leroy Athanassoff. Regaining her health, Nakamura even traveled around the world to visit studios, learning from different creators.

But there was one unexpected twist: Around this time, Nakamura became pregnant. It made some studio visits difficult.

"I had never wanted to have children myself," Nakamura says. "Because I thought that my children would be a game. In fact, I became healthy and an alien came into my body. I flew all over the world and visited many studios while being amazed and throwing up from the bad effects of morning sickness. I feel like I have thrown up in every studio. It's a memorial for me. Don't worry, I threw up without making a mess."

In March 2021, Nakamura announced she had designed a new set of skins for Rainbow Six Siege, the product of her new relationship with the developer. More than usual, the news was picked up by mainstream game press outlets, cementing Nakamura's stardom, even when it came down to something as small as skins. Additionally, Nakamura conceptualized and directed her first music video for the Japanese dance group Dazaifu Mahoroba-shu. She also says she's consulted and done design work for other games, but doesn't elaborate on which as they aren't out at the time of this writing.

Click here to watch embedded media

Her Own Studio

Nakamura is at a new stage in life, and she's taking advantage of it. On top of her work consulting and designing as a freelancer, she recently announced she's opened her own studio. And while the company will initially be headquartered in Tokyo, Nakamura says she's prioritizing diversity within her workforce, and hopes to open other offices in countries such as the U.S. and China. All her current team members, though working from home, are scattered across the globe, she tells us.

Nakamura has also become a visible female Japanese game developer. While people such as Mikami and Kamiya are known by name and for their work, it's not as common for women to receive similar recognition. Nakamura is in a rare spot to inspire others to make similar impacts on the industry, and it's not an opportunity she plans to waste. She says she plans to put other women developers in the spotlight and highlight individual creators when the time comes.

"There is a female creator who is like a big sister to me, who takes care of me," Nakamura says. "She said to me, 'I want you to sit on the throne someday, because your success will encourage me and many other female developers.' [At the] time, I didn't really understand what she meant by that. But now I know what it means."

"It was purely a coincidence that I was known, I became somewhat famous," she says. "Yes, it was a coincidence, but I'm going to make that into an opportunity and use it to work for me."


This article originally appeared in Issue 338 of Game Informer.

Header image: Kerri Solaris (@kerrifique)



 
Sep 29, 20:15 Game Informer
    

Every month, PlayStation Plus subscribers reap the benefit of a handful of free games to go along with the other perks of the service. Since the launch of the PS5, one title has been dedicated to the new-generation console, and the trend continues moving into October.

October's selection of free PlayStation Plus games brings an eclectic trio of titles to owners of PlayStation consoles. Covering genres from shooters to sports and fighting games, this batch of games hits plenty of interests.

Free PlayStation Plus Lineup For October

Headlining the month of freebies is World War II shooter/strategy game Hell Let Loose. Boasting massive 50v50 battles, Hell Let Loose will be making its debut on PlayStation 5 with this PlayStation Plus promotion. Those looking to pick up a golf game following this past weekend's Ryder Cup event can look no further: PGA Tour 2K21 is the first of two PS4 games slated for October's PS+. Rounding out the list is one of my favorite fighting games from the previous generation: Mortal Kombat X. If you haven't played this over-the-top, violent fighter yet, you have one of the best story modes in fighting games awaiting you. Not to mention some great, gory action just in time for the spookiest month of the year!

These new PlayStation Plus games will be available to add to your PlayStation library and download for free on October 5. That means you only have a few days to grab the currently available September titlesOvercooked: All You Can Eat, Hitman 2, and Predator Hunting Grounds– which will rotate out when the new games roll in on Tuesday.


What do you think about the lineup of October's PS+ offerings? Are they a trick or a treat for your library of games? Howl your thoughts into the comment section below!



 
Sep 29, 20:30 Nintendo Life | Latest Updates
    

Sam & Max! Unavowed! Thimbleweed Park! More!

There's been an interesting trend of smaller developers and publishers teaming up on shared promotions, and another to emerge this week is The Point & Click Sale on Switch eShop. It's live now and a group of 10 games in the genre are on discount, running until 6th October at 8am Pacific / 11am Eastern / 4pm UK / 5pm CEST.

Read the full article on nintendolife.com



 
Sep 29, 21:30 Polygon - All
    
Sony presents Twisted Metal at its 2010 E3 Press Conference with a Sweet Tooth actor
Photo: AFP via Getty Images

Destruction AllStars studio said to be making new F2P Twisted Metal

Continue reading…



 
Sep 29, 20:40 Polygon - All
    
Cristina Rodlo as Ambar, in closeup, weeping and frightened
Photo: Netflix

It's a message movie that seems incredibly confused about its message

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Sep 29, 20:22 Polygon - All
    
The Eye of Sauron sits in front of Mt. Doom in Lord of the Rings: The Return of the King
Image: New Line Cinema

John Ronald Tolkien, we need to talk

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Sep 29, 20:19 My Nintendo News
     It is not often, but sometimes, a brand new installment of Nintendo Minute will release on Nintendo of America's YouTube channel earlier than scheduled. Episodes are usually released every Friday. Today, however, is an exception. A new episode of Nintendo Minute has just been released. Kit and Krysta said in the video description that they're […]

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Sep 29, 20:33 Gamers: The best place for gaming news and discussion

 
Sep 29, 21:00 Xbox Wire
     I still clearly remember seeing UnMetal for the first time earlier this year. As an indie games publisher, we see a lot of pitches, and every so often, something truly extraordinary stands out. I felt it immediately with UnMetal. Tight, familiar controls. Gorgeous pixel art. Well-crafted gameplay. And… hilarious? I wasn't expecting that, but within […]

 
Sep 29, 21:32 PCGamesN
     New World hits another player record as more EU servers come online

Hey, have you heard that New World is popular? Because it's been absurdly successful so far - and, honestly, with the queue times as they are, it's not like there's much else to talk about right now. New World has been particularly difficult to get into for players on EU servers, but Amazon has been rolling out additional worlds all day, as the game is reaching ever-bigger player counts.

Since launch, dozens of new worlds in the EU central region have come online, and judging by the unofficial stat trackers, it looks like queue times in that region are finally starting to drop off. Queue times have been an issue worldwide (and other regions have been getting expanded server lists, too), but EU players have been hit the hardest. For a brief time earlier today, there were more EU players in queue than in-game.

With more players flooding into the game, the Steam player count has reached a new concurrent peak of 734,496 - just under 30k more than the record set on launch day. New World is still ranking as the fifth-biggest Steam game of all time by concurrent player count, and it's within striking distance of the million-plus records set by Cyberpunk 2077, Dota 2, and CS:GO. (Who knows if PUBG's three million count will ever be topped.)

RELATED LINKS: New World system requirements, New World factions, New World release date

 
Sep 29, 21:12 PCGamesN
     Cyberpunk shooter The Ascent will get a patch to fix progression-blocking bugs

The rainy, ray-traced streets of The Ascent should be a bit easier to navigate soon. The cyberpunk co-op game is getting another patch in the coming weeks that will address several stubborn progression-blocking bugs, and should come with a performance boost as well. The developers have posted an update on their progress, and say the next update should be out soon.

Developer Neon Giant says it's been closely monitoring player feedback and online discussions since launch, and that these have been "immensely helpful for our team." That input has provided the list of priorities for the next update to address, which includes a selection of quest-related bugs and performance issues.

Neon Giant says players can expect the resolution for bugs that blocked the completion of three specific quests. In the opening few minutes of The Ascent, you get a quest called 'Mutual Dependencies' that sends you to find and eliminate a group of FullChrome gang enforcers who are going to attack a high-level underworld meetup. The problem is, in some cases the FullChromes never spawn, making it impossible to complete the second quest in the game.

RELATED LINKS: Best cyberpunk games, Games like Diablo, Best RPG games

 
Sep 29, 20:52 Rock Paper Shotgun Latest Articles Feed
    

This stylish retro-future strategy game has you diving into real-time tactical battles as an inter-dimensional mercenary. It's quite a looker, with a very chill, retro synth soundtrack to match. Don't let that get you too relaxed though, it looks like these battles may get a bit hectic as you dive deeper. RFM is looking to launch sometime next year, but you'll also be able to take it for a spin in the upcoming Steam Next Fest that kicks off this Friday.

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Sep 29, 20:20 Rock Paper Shotgun Latest Articles Feed
    

The Razer Iskur is a rather excellent gaming chair if you're a relatively tall person or a normal-sized cat - or at least so says Katharine in her review. This premium chair normally retails for £500, but today Ebuyer have discounted it to £345, and they're also throwing in a pair of Razer peripherals to sweeten the deal.

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Sep 29, 20:02 Rock Paper Shotgun Latest Articles Feed
    

The Crucial P5 is a high-end PCIe 3.0 SSD, capable of read speeds up to 3400MB/s - about four to five times faster than your average SATA SSD. It's normally around £100 for a 1TB model, but today it's been heavily discounted at Ebuyer via Ebay - you can pay just £78 to take this new SSD home.

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Sep 29, 21:00 Siliconera
    

The concert will be live-streamed next week, so mark your calendars.

The post Honkai Impact 3rd Concert Teaser Trailer Released, Date Announced appeared first on Siliconera.



 
Sep 29, 21:45 Destructoid
    

A quiet delay for the H.R. Giger-inspired horror game The creepy Giger-like horror game Scorn seems to be taking a little bit...

The post Looks like Scorn has been pushed back to 2022 appeared first on Destructoid.



 
Sep 29, 20:45 PC Invasion - FeedDDD
     Dayz Contamination Zones Update 1.14Ever since its launch in 2013, DayZ has received an impressive amount of post-release content. And developer Bohemia Interactive isn't stopping any soon as the survival game's biggest update of the year just got revealed. Dubbed update 1.14, it will introduce several new features to DayZ including Contamination Zones. Contamination Zones will change how people play DayZ  forever. These new regions come in two variants: static and dynamic. Static areas contain lots of high-level loot whilst dynamic areas will make the world more lively. Both of these additions should improve both gameplay diversity and player conflict.   A true expansion This update is looking to be a true expansion. Alongside the addition of Contamination Zones, update 1.14 will also introduce various new content to DayZ. This includes the new LE-MAS assault rifle, a gun inspired by the iconic bullpup FAMAS rifle used by the French military. It can be fired in single fire, burst fire, or automatic f...

 
Sep 29, 21:46 Nintendo Everything
    

Rumors of a 4K-compatibile Switch console aren't dying down, despite the announcement of the OLED model announced a few months ago that will be releasing in less than two weeks. Given the amount of reports that have previously surfaced, some had expected Nintendo to unveil an upgraded Switch that would provide additional power and support 4K resolution. However, that did...

The post Rumor: Multiple studios in possession of 4K dev kit for Switch appeared first on Nintendo Everything.



 
Sep 29, 21:00 Nintendo Everything
    

Publisher Chucklefish and developer Pixpil have gone live with a new update for Eastward on Switch, as version 1.0.5 is now available. It comes with bug fixes as well as a few changes. Below are the full patch notes: Bug fixes Incorrect physics setting in some scenes Autosave near the Mayor's House could block the game The first Boss should...

The post Eastward update out now on Switch (version 1.0.5), patch notes appeared first on Nintendo Everything.



 
Sep 29, 20:48 PlayStation LifeStyle
    

Destiny 2 Forsaken's original E3 2018 announcement revealed a terrifying […]

The post It Looks Like Destiny 2 May Kill Off Another Major Character in The Witch Queen Expansion Next Year appeared first on PlayStation LifeStyle.



 
Sep 29, 22:00 Massively Overpowered
    
This one is going to need context, primarily because it is flush with MMO buzzwords of the day. Earth 2 styles itself as "a second earth; a metaverse, between virtual and physical reality in which real-world geolocations on a sectioned map correspond to user generated digital virtual environments." What this basically means is that it's […]

 
Sep 29, 21:00 Massively Overpowered
    
We're back with another singular dev blog out of SEED, which is all about how the devs at Klang Games gather and share community discussion. It also gives us the team-based colloquialism of "Klangers," which is what those who work in the studio call themselves, apparently. The blog talks about how the devs collected community […]

 
Sep 29, 20:37 CGMagazine
     Tokyo Game Show (TGS) is set to take place tomorrow between September 30th through October 3rd, here's how to watch it.

 
Sep 29, 20:29 CGMagazine
     Square Enix's new Final Fantasy game will be getting its own spotlight at Tokyo Game Show 2021.

 
Sep 29, 20:23 CGMagazine
     This year's NFCC Fan Fest invites fans back to Niagara for lots of pop culture fun.

 
Sep 29, 21:20 Pivotal Gamers
     Hello all. itch.io holds a new giveaway for Zombie Admin. Their message follows. Get Zombie Admin for FREE! A few words about Zombie Admin It's the zombie apocalypse, but you can't miss another work day! Last minute notes Login with your itch.io account, follow the on-screen instructions to add it to your library. Isn't that great news or what? Just click on the button below and ...

 
Sep 29, 20:43 PCGamer latest
     Dota 2 team suffers multiple Covid-19 infections before the game's biggest tournament.

 
Sep 29, 20:38 PCGamer latest
     40 players were previously invited to compete in Las Vegas.

 
Sep 29, 20:20 PCGamer latest
     Jets of air will make it feel like you're shaking hands.

 
Sep 29, 20:15 PCGamer latest
     Here's exactly how long you can stand idle in New World before getting the boot.

 
Sep 29, 20:06 PCGamer latest
     Racing other players to patches of plants turns resource gathering into a sporting event.

 
Sep 29, 20:03 PCGamer latest
     ASUS ROG has launched a family of products which supports NVIDIA's new Reflex Latency Analyzer technology. This is one of the most effective ways to combat input lag, making it an invaluable tool for competitive gamers. Here's why.