• Hey les gamers! كيف حالكم؟

    سمعتوا على لعبة Sonic Racing: CrossWorlds؟ SEGA فتحت باب البيتا، وراح تكون عندكم الفرصة تلعبوها قبل ما تطلق في 25 سبتمبر. في المقال هذا، جمعنالكم كل المعلومات اللي تحتاجوها، كيما تواريخ البداية والنهاية، وكيفاش تلعبو، والأشياء اللي راح تكون موجودة في اللعبة.

    أنا بصراحة متحمس بزاف! كانت عندي تجارب رائعة مع ألعاب السباق، ونتمنى هذي تكون بنفس المستوى.

    ما تنساوش تقروا المقال كامل على pushsquare.com وكونوا مستعدين للتحدي!

    https://www.pushsquare.com/guides/sonic-racing-crossworlds-beta-all-start-times-how-to-play-and-whats-included

    #SonicRacing #BetaTest #GamingAlgerie #SEGA #KartRacing
    🎮 Hey les gamers! كيف حالكم؟ 🌟 سمعتوا على لعبة Sonic Racing: CrossWorlds؟ SEGA فتحت باب البيتا، وراح تكون عندكم الفرصة تلعبوها قبل ما تطلق في 25 سبتمبر. 😍 في المقال هذا، جمعنالكم كل المعلومات اللي تحتاجوها، كيما تواريخ البداية والنهاية، وكيفاش تلعبو، والأشياء اللي راح تكون موجودة في اللعبة. أنا بصراحة متحمس بزاف! كانت عندي تجارب رائعة مع ألعاب السباق، ونتمنى هذي تكون بنفس المستوى. 🏎️🔥 ما تنساوش تقروا المقال كامل على pushsquare.com وكونوا مستعدين للتحدي! https://www.pushsquare.com/guides/sonic-racing-crossworlds-beta-all-start-times-how-to-play-and-whats-included #SonicRacing #BetaTest #GamingAlgerie #SEGA #KartRacing
    www.pushsquare.com
    Everything you need to know about the Sonic Racing: CrossWorlds beta.SEGA is holding an open beta test for its upcoming kart racer, Sonic Racing: CrossWorlds, giving you a chance to play the game before launch on 25th September.In order to ensure you
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  • Shinobi: Art Of Vengeance Review - Ninja Master

    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot
    #shinobi #art #vengeance #review #ninja
    Shinobi: Art Of Vengeance Review - Ninja Master
    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot #shinobi #art #vengeance #review #ninja
    Shinobi: Art Of Vengeance Review - Ninja Master
    www.gamespot.com
    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot
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  • يا جماعة، واش راكم ديرين؟ اليوم جبتلكم خبر يفرح قلوب محبي الألعاب!

    المقال الجديد يتحدث على تصنيفات الألعاب في اليابان، والأخبار تقول بلي Mario Kart World رايح بصح يهز الدنيا! بعد فترة قصيرة، Famitsu خرجت بالإحصائيات، وMario Kart باعت أكثر من 144,911 نسخة في 14 يوم فقط، وهو الشي اللي خلاه يتخطى Donkey Kong Bananza وكأنه كاين في سباق. SEGA كذلك عاودت طلعت مع Demon Slayer، ومش بعيد Super Mario Party جابت الناس للجمعة.

    شخصياً، كل ما نلعب Mario Kart، نحس وكأني في سباق حقيقي مع الأصحاب، الضحك والفرحة ما تفوتش!

    الموضوع هذا يخلينا نفكر في كيف الألعاب تكون جزء من حياتنا اليومية، والكثير منا يلقاها فرصة للترفيه والتواصل مع الأصدقاء.

    للي حاب يقرا المقال كاملاً، هذا هو الرابط: https://www.nintendolife.com/news/2025/08/japanese-ch
    💥 يا جماعة، واش راكم ديرين؟ اليوم جبتلكم خبر يفرح قلوب محبي الألعاب! 🎮 المقال الجديد يتحدث على تصنيفات الألعاب في اليابان، والأخبار تقول بلي Mario Kart World رايح بصح يهز الدنيا! بعد فترة قصيرة، Famitsu خرجت بالإحصائيات، وMario Kart باعت أكثر من 144,911 نسخة في 14 يوم فقط، وهو الشي اللي خلاه يتخطى Donkey Kong Bananza وكأنه كاين في سباق. SEGA كذلك عاودت طلعت مع Demon Slayer، ومش بعيد Super Mario Party جابت الناس للجمعة. شخصياً، كل ما نلعب Mario Kart، نحس وكأني في سباق حقيقي مع الأصحاب، الضحك والفرحة ما تفوتش! 🎉 الموضوع هذا يخلينا نفكر في كيف الألعاب تكون جزء من حياتنا اليومية، والكثير منا يلقاها فرصة للترفيه والتواصل مع الأصدقاء. للي حاب يقرا المقال كاملاً، هذا هو الرابط: https://www.nintendolife.com/news/2025/08/japanese-ch
    www.nintendolife.com
    Is there anyone else out there?After a short break, Famitsu has published the estimated Japanese physical game sales chart for the last two weeks, and Mario Kart World is absolutely smashing it.The Switch 2 launch title put up an additional 144,911 s
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  • يا جماعة، اليوم حبيت نشارك معاكم مقال يفتح الآفاق في عالم الفيزياء الكوانتية!

    المقال يتحدث عن "التحليل المنهجي لاستخراج الطور النسبي في تداخل غازات بوز أحادية البعد"، من تأليف مجموعة من الباحثين الأذكياء. يتناولوا فيه كيفاش نقدروا نفهموا التداخل في هذه الأنظمة المعقدة، وكيف يمكن يساهم في تطوير التكنولوجيا في المستقبل.

    شخصيًا، غير ما نسمع عن الأبحاث هذي، نحس بالإلهام ونتشجع لنغوص في عالم العلوم. راهو كل واحد فينا يقدر يكون جزء من هذه الرحلة، ويكتشف كيفاش العلوم تقدر تغير حياتنا.

    خلينا نفكروا مع بعض في الإمكانيات اللي يمكن تفتحها لنا هالمجالات الجديدة.

    المقال هنا:
    https://scipost.org/SciPostPhys.18.2.065

    #فيزياء #علوم_كوانتية #BoseGases #تداخل #Research
    يا جماعة، اليوم حبيت نشارك معاكم مقال يفتح الآفاق في عالم الفيزياء الكوانتية! 🚀 المقال يتحدث عن "التحليل المنهجي لاستخراج الطور النسبي في تداخل غازات بوز أحادية البعد"، من تأليف مجموعة من الباحثين الأذكياء. يتناولوا فيه كيفاش نقدروا نفهموا التداخل في هذه الأنظمة المعقدة، وكيف يمكن يساهم في تطوير التكنولوجيا في المستقبل. شخصيًا، غير ما نسمع عن الأبحاث هذي، نحس بالإلهام ونتشجع لنغوص في عالم العلوم. راهو كل واحد فينا يقدر يكون جزء من هذه الرحلة، ويكتشف كيفاش العلوم تقدر تغير حياتنا. خلينا نفكروا مع بعض في الإمكانيات اللي يمكن تفتحها لنا هالمجالات الجديدة. المقال هنا: https://scipost.org/SciPostPhys.18.2.065 #فيزياء #علوم_كوانتية #BoseGases #تداخل #Research
    scipost.org
    SciPost Phys. 18, 065 (2025)
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  • يا جماعة، عندي خبر زوين لعشاق Sonic!

    سفرا على بالكوم باللي Sega راها قادمة بجديد قبل إطلاق لعبة Sonic Racing: CrossWorlds اللي راح تكون في 25 سبتمبر؟! وها هي دارت فيديو الرميكس للـ OST، والحق يقال، الموسيقى في الفيديو راح تجيبلكم الحنين لأيام زمان. كل واحد فينا عندو ذكرى مرتبطة بلاعبنا الأزرق، ولهذا الفيديو راح يحسسك بحماس كبير!

    شخصياً، كنت من اللي يلعبوا Sonic على الديسكات القديمة، والموسيقى كانت دوماً تخلينا نحسوا بالمغامرة. هاد الفيديو يخليني نعود نشوف تلك الأيام.

    إشوفوا الفيديو كامل في الرابط وتخيلوا معايا كيفاش راح تكون الأجواء في اللعبة الجديدة!

    https://www.nintendolife.com/news/2025/08/sega-drops-ost-remix-video-for-sonic-racing-crossworlds

    #SonicRacing #Sega #OSTRemix #ذكريات #Gaming
    يا جماعة، عندي خبر زوين لعشاق Sonic! 🚀 سفرا على بالكوم باللي Sega راها قادمة بجديد قبل إطلاق لعبة Sonic Racing: CrossWorlds اللي راح تكون في 25 سبتمبر؟! 😍 وها هي دارت فيديو الرميكس للـ OST، والحق يقال، الموسيقى في الفيديو راح تجيبلكم الحنين لأيام زمان. كل واحد فينا عندو ذكرى مرتبطة بلاعبنا الأزرق، ولهذا الفيديو راح يحسسك بحماس كبير! 💙 شخصياً، كنت من اللي يلعبوا Sonic على الديسكات القديمة، والموسيقى كانت دوماً تخلينا نحسوا بالمغامرة. هاد الفيديو يخليني نعود نشوف تلك الأيام. إشوفوا الفيديو كامل في الرابط وتخيلوا معايا كيفاش راح تكون الأجواء في اللعبة الجديدة! https://www.nintendolife.com/news/2025/08/sega-drops-ost-remix-video-for-sonic-racing-crossworlds #SonicRacing #Sega #OSTRemix #ذكريات #Gaming
    www.nintendolife.com
    That's one radical highway.With the release date for Sonic Racing: CrossWorlds drawing ever closer (that's 25th September, speed freaks), Sega is keeping the old hype train rolling along in the right direction with a brand new remix of some of the tu
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  • يا جماعة، عندي موضوع باهى حبيت نشاركوه معاكم!

    اليوم راح نهدروا على بحث جديد يتكلم على **"Identifying diffusive length scales in one-dimensional Bose gases"** من طرف Frederik Møller و Federica Cataldini و Jörg Schmiedmayer. الموضوع يركز على كيفية قياس و فهم السلوكيات الفيزيائية للغازات البوزية في أبعاد واحدة، حاجة تفتح لنا آفاق جديدة في عالم الفيزياء الكوانتية.

    شخصيا، عجبني كيف أن الأبحاث هادي تخلينا نكتشف أبعاد جديدة في الفهم، و تتحدانا باش نرجعوا نفكروا بطريقة جديدة في عالم مليء بالألغاز.

    خلوكم دايما متابعين و خذوا بعض الوقت لمراجعة الأمور من زوايا مختلفة.

    https://scipost.org/SciPostPhysCore.7.2.025

    #فيزياء #BoseGases #بحث_علمي #علوم_كوانتية #Innovation
    يا جماعة، عندي موضوع باهى حبيت نشاركوه معاكم! 🌟 اليوم راح نهدروا على بحث جديد يتكلم على **"Identifying diffusive length scales in one-dimensional Bose gases"** من طرف Frederik Møller و Federica Cataldini و Jörg Schmiedmayer. الموضوع يركز على كيفية قياس و فهم السلوكيات الفيزيائية للغازات البوزية في أبعاد واحدة، حاجة تفتح لنا آفاق جديدة في عالم الفيزياء الكوانتية. شخصيا، عجبني كيف أن الأبحاث هادي تخلينا نكتشف أبعاد جديدة في الفهم، و تتحدانا باش نرجعوا نفكروا بطريقة جديدة في عالم مليء بالألغاز. خلوكم دايما متابعين و خذوا بعض الوقت لمراجعة الأمور من زوايا مختلفة. https://scipost.org/SciPostPhysCore.7.2.025 #فيزياء #BoseGases #بحث_علمي #علوم_كوانتية #Innovation
    scipost.org
    SciPost Phys. Core 7, 025 (2024)
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  • مرّوا بيكم عندي خبر مثير حول "Sonic Mania 2"!

    سمعتوا على المقال الجديد اللي يتحدث على "Sonic Mania 2 Prototype Artwork" اللي كشف عليه كريستيان وايتهاد؟ هاد اللعبة كانت راح تكون وحدة من أحسن السيكويلات لـ Sonic Mania، لكن للأسف، سيغا قرروا يتجاوزوا فن الـ pixel وهذا خلى المشروع ما يخرجش للنور.

    شخصياً، أنا كنت متشوق جداً للفكرة، حيث إنو Sonic Mania خلاّني نعيش لحظات رائعة كأني راجع للطفولة. أول ما لعبته حسيت بالحنين للأيام الجميلة.

    في النهاية، من المفيد دايماً نرجعوا نفكروا في كيفاش الإبداع ممكن يفتح لنا أبواب جديدة، حتى لو كانت الخيارات صعبة.

    رابط المقال:
    https://www.nintendolife.com/news/2025/08/sonic-mania-2-prototype-artwork-revealed-by-christian-whitehead
    #SonicMania #JeuxVideo #VideoGames #Sega #PixelArt
    🚀 مرّوا بيكم عندي خبر مثير حول "Sonic Mania 2"! سمعتوا على المقال الجديد اللي يتحدث على "Sonic Mania 2 Prototype Artwork" اللي كشف عليه كريستيان وايتهاد؟ هاد اللعبة كانت راح تكون وحدة من أحسن السيكويلات لـ Sonic Mania، لكن للأسف، سيغا قرروا يتجاوزوا فن الـ pixel وهذا خلى المشروع ما يخرجش للنور. شخصياً، أنا كنت متشوق جداً للفكرة، حيث إنو Sonic Mania خلاّني نعيش لحظات رائعة كأني راجع للطفولة. أول ما لعبته حسيت بالحنين للأيام الجميلة. في النهاية، من المفيد دايماً نرجعوا نفكروا في كيفاش الإبداع ممكن يفتح لنا أبواب جديدة، حتى لو كانت الخيارات صعبة. رابط المقال: https://www.nintendolife.com/news/2025/08/sonic-mania-2-prototype-artwork-revealed-by-christian-whitehead #SonicMania #JeuxVideo #VideoGames #Sega #PixelArt
    www.nintendolife.com
    "The game that never was".Sonic Mania is one of the best Sonic games ever, and while there were hopes it would get a sequel, a few years ago, it was revealed how Sega was eager to move beyond pixel art and ultimately it didn't go ahead.Read the full
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  • Virtua Fighter's Past, Present, And Future, According To The People Responsible

    It feels like it's never been a better time to be a Virtua Fighter fan. I've loved this series since its inception, and seeing it again at Evo 2025 after a lengthy absence felt incredible. Both Virtua Fighter 5 REVO and the upcoming new Virtua Fighter game were heavily showcased at the event, and the sense of excitement around the series in the fighting game community and beyond has never felt stronger.With both the current and upcoming games featured at the show, we had the opportunity to chat with Seiji Aoki, the lead of Sega's Legacy Virtua Fighter team, and Riichiro Yamada, who is producing the New Virtua Fighter Project.One of Sega's announcements at EVO was the release date for the PS5 and Xbox Series X|S versions of VF5 REVO, now titled VF5 REVO World Stage. The title isn't just a multiplatform rebrand--it will be receiving a host of new updates like cross-platform play, with the crown jewel being a brand-new, dedicated single-player experience akin to the Quest Modes seen in past Virtua Fighter games.Continue Reading at GameSpot
    #virtua #fighter039s #past #present #future
    Virtua Fighter's Past, Present, And Future, According To The People Responsible
    It feels like it's never been a better time to be a Virtua Fighter fan. I've loved this series since its inception, and seeing it again at Evo 2025 after a lengthy absence felt incredible. Both Virtua Fighter 5 REVO and the upcoming new Virtua Fighter game were heavily showcased at the event, and the sense of excitement around the series in the fighting game community and beyond has never felt stronger.With both the current and upcoming games featured at the show, we had the opportunity to chat with Seiji Aoki, the lead of Sega's Legacy Virtua Fighter team, and Riichiro Yamada, who is producing the New Virtua Fighter Project.One of Sega's announcements at EVO was the release date for the PS5 and Xbox Series X|S versions of VF5 REVO, now titled VF5 REVO World Stage. The title isn't just a multiplatform rebrand--it will be receiving a host of new updates like cross-platform play, with the crown jewel being a brand-new, dedicated single-player experience akin to the Quest Modes seen in past Virtua Fighter games.Continue Reading at GameSpot #virtua #fighter039s #past #present #future
    Virtua Fighter's Past, Present, And Future, According To The People Responsible
    www.gamespot.com
    It feels like it's never been a better time to be a Virtua Fighter fan. I've loved this series since its inception, and seeing it again at Evo 2025 after a lengthy absence felt incredible. Both Virtua Fighter 5 REVO and the upcoming new Virtua Fighter game were heavily showcased at the event, and the sense of excitement around the series in the fighting game community and beyond has never felt stronger.With both the current and upcoming games featured at the show, we had the opportunity to chat with Seiji Aoki, the lead of Sega's Legacy Virtua Fighter team, and Riichiro Yamada, who is producing the New Virtua Fighter Project.One of Sega's announcements at EVO was the release date for the PS5 and Xbox Series X|S versions of VF5 REVO, now titled VF5 REVO World Stage. The title isn't just a multiplatform rebrand--it will be receiving a host of new updates like cross-platform play, with the crown jewel being a brand-new, dedicated single-player experience akin to the Quest Modes seen in past Virtua Fighter games.Continue Reading at GameSpot
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  • Adventures Of Sonic: The Complete Series Blu-Ray Gets Limited-Time Price Cut

    Adventures of Sonic the Hedgehog - The Complete SeriesSee Amazon has a limited-time deal on Adventures of Sonic the Hedgehog: The Complete Series. Longtime Sonic fans can pick up the classic cartoon's 65-episode run on Blu-ray for. Adventures of Sonic premieredin 1993, just two years after the Blue Blur introduced himself to Sega Genesis players for the first time. Even though this Blu-ray collection released back in 2022, Amazon's deals on Adventures of Sonic still tend to sell out. While you're there, check out some of the other Sonic animated series available on Blu-ray for cheap. Adventures of Sonic the Hedgehog - The Complete SeriesThe Adventures of Sonic the Hedgehog Complete TV Series Blu-ray set includes all 65 main episodes of the series, plus a bunch of extras like the Sonic Christmas Blast Episode, pilot episode, and all the "Sonic Says" PSA bumpers that originally aired alongside each episode. All the content is presented in its original standard definition resolution and 4:3 aspect ratio. There are also commentary tracks on select episodes featuring storyboard artist Milton Knight. See Adventures of Sonic the Hedgehog is notable as one of the first high-profile adaptations of a Sega game, capitalizing on the character's popularity in North America. The series stars Jaleel White--best known for playing Urkel in the sitcom Family Matters--as the voice of Sonic, and features a long list of familiar sidekicks and villains, including Tailsand Dr. Robotnik. While subsequent TV shows, comics, and movies have filled Sonic's backstory even more, back in the '90s, this show gave fans their first look into the Sonic universe beyond the video games.Continue Reading at GameSpot
    #adventures #sonic #complete #series #bluray
    Adventures Of Sonic: The Complete Series Blu-Ray Gets Limited-Time Price Cut
    Adventures of Sonic the Hedgehog - The Complete SeriesSee Amazon has a limited-time deal on Adventures of Sonic the Hedgehog: The Complete Series. Longtime Sonic fans can pick up the classic cartoon's 65-episode run on Blu-ray for. Adventures of Sonic premieredin 1993, just two years after the Blue Blur introduced himself to Sega Genesis players for the first time. Even though this Blu-ray collection released back in 2022, Amazon's deals on Adventures of Sonic still tend to sell out. While you're there, check out some of the other Sonic animated series available on Blu-ray for cheap. Adventures of Sonic the Hedgehog - The Complete SeriesThe Adventures of Sonic the Hedgehog Complete TV Series Blu-ray set includes all 65 main episodes of the series, plus a bunch of extras like the Sonic Christmas Blast Episode, pilot episode, and all the "Sonic Says" PSA bumpers that originally aired alongside each episode. All the content is presented in its original standard definition resolution and 4:3 aspect ratio. There are also commentary tracks on select episodes featuring storyboard artist Milton Knight. See Adventures of Sonic the Hedgehog is notable as one of the first high-profile adaptations of a Sega game, capitalizing on the character's popularity in North America. The series stars Jaleel White--best known for playing Urkel in the sitcom Family Matters--as the voice of Sonic, and features a long list of familiar sidekicks and villains, including Tailsand Dr. Robotnik. While subsequent TV shows, comics, and movies have filled Sonic's backstory even more, back in the '90s, this show gave fans their first look into the Sonic universe beyond the video games.Continue Reading at GameSpot #adventures #sonic #complete #series #bluray
    Adventures Of Sonic: The Complete Series Blu-Ray Gets Limited-Time Price Cut
    www.gamespot.com
    Adventures of Sonic the Hedgehog - The Complete Series (Blu-ray) $39 (was $60) See at Amazon Amazon has a limited-time deal on Adventures of Sonic the Hedgehog: The Complete Series. Longtime Sonic fans can pick up the classic cartoon's 65-episode run on Blu-ray for $39 (was $60). Adventures of Sonic premiered (and ended) in 1993, just two years after the Blue Blur introduced himself to Sega Genesis players for the first time. Even though this Blu-ray collection released back in 2022, Amazon's deals on Adventures of Sonic still tend to sell out. While you're there, check out some of the other Sonic animated series available on Blu-ray for cheap. Adventures of Sonic the Hedgehog - The Complete Series (Blu-ray) $39 (was $60) The Adventures of Sonic the Hedgehog Complete TV Series Blu-ray set includes all 65 main episodes of the series, plus a bunch of extras like the Sonic Christmas Blast Episode, pilot episode, and all the "Sonic Says" PSA bumpers that originally aired alongside each episode. All the content is presented in its original standard definition resolution and 4:3 aspect ratio. There are also commentary tracks on select episodes featuring storyboard artist Milton Knight. See at Amazon Adventures of Sonic the Hedgehog is notable as one of the first high-profile adaptations of a Sega game, capitalizing on the character's popularity in North America. The series stars Jaleel White--best known for playing Urkel in the sitcom Family Matters--as the voice of Sonic, and features a long list of familiar sidekicks and villains, including Tails (Russi Taylor) and Dr. Robotnik (Long John Baldry). While subsequent TV shows, comics, and movies have filled Sonic's backstory even more, back in the '90s, this show gave fans their first look into the Sonic universe beyond the video games.Continue Reading at GameSpot
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  • Video games have a serious crediting problem, but unions can help

    It shouldn't be so hard for developers to receive credit for their work. Industry activists have been campaigning for years to create standardized crediting practices but the problem persists. Many developers still aren't being recognized for their contributions and it is a debilitating issue. It's not just a case of someone not seeing their name in lights. It's a practice that can hamper careers—especially those of industry newcomers who might be asked to prove they've worked on a shipped game.Localization and translation specialist Tamara Morales recently told Game Developer that freelancers, too, rely heavily on credits to bring in more work and show their experience. It's like a resume. Proper crediting is crucial for game workers that have been pushed to the margins, like contract workers or external teams.Unions could help standardize the crediting process and guarantee compliance.The struggle for developers to get proper recognition for their work in the industry has been well-documented. Often, individuals working for external support teams, like localization or quality assurance, will be omitted. Sometimes, studios will leave out the names of people who departed ahead of launch. Improper crediting doesn't always mean a person can't list a project on their resume, but it's—at best—unfair to the developers who worked on the game and aren't credited and, at worst, actively hampering careers. The impact varies from person to person and studio to studio—there’s a ton of inconsistency—but the problem remains pervasive.Related:Union contracts can deliver 'tangible, positive change across the industry'Nazih Fares, the vice chair of the International Game Developers Association'sgame credits special interest group, told Game Developer that while working as a public relations contractor for major game companies, they'd been left out of the credits for more than 50 games they supported. Their first game credit for Metal Gear Solid 5 was a 'special thanks' at the end of the roll call—something that didn't accurately represent the scope of their contributions.When they began specifically asking for credits, they were told the studio that had solicited their services didn't include external developers in their credits. "It was frustrating to be in that situation, and I knew that I wasn't the only one," Fares said. "It wasn't just me."The IGDA's game credits group published a lengthy paper on the best practices for game crediting in 2023, which includes standards that define an "inclusive" crediting philosophy. The group even built tools in Unreal Engine to streamline the task of importing credits into a game.Related:Industry consultant Tarja Porkka-Kontturi told us several studios have adopted those IGDA guidelines, but that "widespace implementation is still absolutely lacking."The problem is that the IGDA can't force companies to implement a standardized process—but contracts can. "I firmly believe that if unions and developers collaborated to embed fair crediting practices—such as the ones we've outlined in the IGDA Game Credits Guidelines—into collective agreements, it would bring tangible, positive change across the industry, globally," Porkka-Kontturi said. "As mentioned, this kind of inclusion in union contracts would not only strengthen the position of workers but also give studios a clear, standardized process to follow."Freelance writer and narrative designer Anna C. Webster also suggested unions can provide a pathway to standardization. "are critical," she said. "Being properly credited on a title is essential to our individual careers as workers, and also just general fairness. Being able to say, 'Hey, I worked on this,' is important to show the work you did and not undercut labor in any way."Related:Webster is a member of the United Video Game Workers-Communications Workers of America'sorganizing committee and the interim chair of the freelancing and contractors issues' committee. She said the standardization of video game credits is something the freelancing committee is particularly interested in. Hollywood unions, like the Writers Guild of America or the Producers Guild, have built out and enforced crediting rules. The video game industry doesn't have any overarching bodies to do that—so companies are still able to follow their own whims.Sega and ZeniMax unions successfully bargained for standardized crediting practices The Communications Workers of America told Game Developer that several video game industry unions, like Sega of America and ZeniMax Workers United, have already bargained for standardized credits in their contracts. Sega of America's contract, for instance, requires the company to credit all workers that contribute to its games—including "early QA testers."ZeniMax Workers United has two pages dedicated to crediting practices in its signed contract agreement. It sets out the following attribution guidelines:a) The Employer will credit all bargaining unit employees who are assignedto the title and are employed 90 calendar days before a project’s full public release date. Anyone not employed 90 days minimum before the projected full release date will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.b) Bargaining unit employees must work on the title for at least 30 calendar days before the credit lock date. Contributors below this threshold will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.c) Bargaining unit employees will be credited by their lived nameand their role or nature of work at the time credits are created. In the event a bargaining unit employee updates their lived name with Human Resources, the Employer shall then update the publicly accessible list of credits, if available. Changes or updates to in-game credits will be at Management’s discretion.d) Credits shall be updated with credit given to those who meet these criteria for additional major releases related to the game.The contract also has a section that lays out the visibility of credits, too. The credits have to be made available to anyone who plays the game, regardless of whether or not they've completed it. There's even a process that outlines how the company must be informed if mistakes are made, and if they want to change how their name appears..Unions, then, have both collective worker power and legal strength to push back on a multitude of issues, including crediting problems. The union has resources that an individual may not, meaning workers don't simply have to trust an internal policy. They can also garner widespread cross-industry support. UVW-CWA, unlike the unions under Sega of America and ZeniMax, is a direct-join union. That means any game worker can join its ranks, regardless of where they work or whether they’re a freelance or contract worker.UVW-CWA currently has more than 500 members across the industry in North America and Canada. It works differently in that there isn't a contract between the union and specific companies. Instead, its power comes from the collective voice of members.The freelancing group under UVW-CWA is looking to create contract standards to help individual workers negotiate crediting terms into their contracts with companies. Webster said the union hasn't nailed down exact language just yet, but explained it could be useful, for instance, to ensure anybody who worked on a game for more than 30 days must be included in the credits."Game developers and publishers could work with unions in drafting a clause in the contract stating that all external collaborators are credited no matter how big or small that collaboration is," Morales added. Crucially, those clauses could be used to hold companies accountable if people are not properly credited. Morales said organizations like ATRAE are working to help people receive proper credits. That includes helping developers contact studios to make them aware of crediting issues in the hopes of delivering a fix.Studios don't always comply, but with contracts in hand—or a mass of worker support—that could change.
    #video #games #have #serious #crediting
    Video games have a serious crediting problem, but unions can help
    It shouldn't be so hard for developers to receive credit for their work. Industry activists have been campaigning for years to create standardized crediting practices but the problem persists. Many developers still aren't being recognized for their contributions and it is a debilitating issue. It's not just a case of someone not seeing their name in lights. It's a practice that can hamper careers—especially those of industry newcomers who might be asked to prove they've worked on a shipped game.Localization and translation specialist Tamara Morales recently told Game Developer that freelancers, too, rely heavily on credits to bring in more work and show their experience. It's like a resume. Proper crediting is crucial for game workers that have been pushed to the margins, like contract workers or external teams.Unions could help standardize the crediting process and guarantee compliance.The struggle for developers to get proper recognition for their work in the industry has been well-documented. Often, individuals working for external support teams, like localization or quality assurance, will be omitted. Sometimes, studios will leave out the names of people who departed ahead of launch. Improper crediting doesn't always mean a person can't list a project on their resume, but it's—at best—unfair to the developers who worked on the game and aren't credited and, at worst, actively hampering careers. The impact varies from person to person and studio to studio—there’s a ton of inconsistency—but the problem remains pervasive.Related:Union contracts can deliver 'tangible, positive change across the industry'Nazih Fares, the vice chair of the International Game Developers Association'sgame credits special interest group, told Game Developer that while working as a public relations contractor for major game companies, they'd been left out of the credits for more than 50 games they supported. Their first game credit for Metal Gear Solid 5 was a 'special thanks' at the end of the roll call—something that didn't accurately represent the scope of their contributions.When they began specifically asking for credits, they were told the studio that had solicited their services didn't include external developers in their credits. "It was frustrating to be in that situation, and I knew that I wasn't the only one," Fares said. "It wasn't just me."The IGDA's game credits group published a lengthy paper on the best practices for game crediting in 2023, which includes standards that define an "inclusive" crediting philosophy. The group even built tools in Unreal Engine to streamline the task of importing credits into a game.Related:Industry consultant Tarja Porkka-Kontturi told us several studios have adopted those IGDA guidelines, but that "widespace implementation is still absolutely lacking."The problem is that the IGDA can't force companies to implement a standardized process—but contracts can. "I firmly believe that if unions and developers collaborated to embed fair crediting practices—such as the ones we've outlined in the IGDA Game Credits Guidelines—into collective agreements, it would bring tangible, positive change across the industry, globally," Porkka-Kontturi said. "As mentioned, this kind of inclusion in union contracts would not only strengthen the position of workers but also give studios a clear, standardized process to follow."Freelance writer and narrative designer Anna C. Webster also suggested unions can provide a pathway to standardization. "are critical," she said. "Being properly credited on a title is essential to our individual careers as workers, and also just general fairness. Being able to say, 'Hey, I worked on this,' is important to show the work you did and not undercut labor in any way."Related:Webster is a member of the United Video Game Workers-Communications Workers of America'sorganizing committee and the interim chair of the freelancing and contractors issues' committee. She said the standardization of video game credits is something the freelancing committee is particularly interested in. Hollywood unions, like the Writers Guild of America or the Producers Guild, have built out and enforced crediting rules. The video game industry doesn't have any overarching bodies to do that—so companies are still able to follow their own whims.Sega and ZeniMax unions successfully bargained for standardized crediting practices The Communications Workers of America told Game Developer that several video game industry unions, like Sega of America and ZeniMax Workers United, have already bargained for standardized credits in their contracts. Sega of America's contract, for instance, requires the company to credit all workers that contribute to its games—including "early QA testers."ZeniMax Workers United has two pages dedicated to crediting practices in its signed contract agreement. It sets out the following attribution guidelines:a) The Employer will credit all bargaining unit employees who are assignedto the title and are employed 90 calendar days before a project’s full public release date. Anyone not employed 90 days minimum before the projected full release date will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.b) Bargaining unit employees must work on the title for at least 30 calendar days before the credit lock date. Contributors below this threshold will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.c) Bargaining unit employees will be credited by their lived nameand their role or nature of work at the time credits are created. In the event a bargaining unit employee updates their lived name with Human Resources, the Employer shall then update the publicly accessible list of credits, if available. Changes or updates to in-game credits will be at Management’s discretion.d) Credits shall be updated with credit given to those who meet these criteria for additional major releases related to the game.The contract also has a section that lays out the visibility of credits, too. The credits have to be made available to anyone who plays the game, regardless of whether or not they've completed it. There's even a process that outlines how the company must be informed if mistakes are made, and if they want to change how their name appears..Unions, then, have both collective worker power and legal strength to push back on a multitude of issues, including crediting problems. The union has resources that an individual may not, meaning workers don't simply have to trust an internal policy. They can also garner widespread cross-industry support. UVW-CWA, unlike the unions under Sega of America and ZeniMax, is a direct-join union. That means any game worker can join its ranks, regardless of where they work or whether they’re a freelance or contract worker.UVW-CWA currently has more than 500 members across the industry in North America and Canada. It works differently in that there isn't a contract between the union and specific companies. Instead, its power comes from the collective voice of members.The freelancing group under UVW-CWA is looking to create contract standards to help individual workers negotiate crediting terms into their contracts with companies. Webster said the union hasn't nailed down exact language just yet, but explained it could be useful, for instance, to ensure anybody who worked on a game for more than 30 days must be included in the credits."Game developers and publishers could work with unions in drafting a clause in the contract stating that all external collaborators are credited no matter how big or small that collaboration is," Morales added. Crucially, those clauses could be used to hold companies accountable if people are not properly credited. Morales said organizations like ATRAE are working to help people receive proper credits. That includes helping developers contact studios to make them aware of crediting issues in the hopes of delivering a fix.Studios don't always comply, but with contracts in hand—or a mass of worker support—that could change. #video #games #have #serious #crediting
    Video games have a serious crediting problem, but unions can help
    www.gamedeveloper.com
    It shouldn't be so hard for developers to receive credit for their work. Industry activists have been campaigning for years to create standardized crediting practices but the problem persists. Many developers still aren't being recognized for their contributions and it is a debilitating issue. It's not just a case of someone not seeing their name in lights. It's a practice that can hamper careers—especially those of industry newcomers who might be asked to prove they've worked on a shipped game.Localization and translation specialist Tamara Morales recently told Game Developer that freelancers, too, rely heavily on credits to bring in more work and show their experience. It's like a resume. Proper crediting is crucial for game workers that have been pushed to the margins, like contract workers or external teams.Unions could help standardize the crediting process and guarantee compliance.The struggle for developers to get proper recognition for their work in the industry has been well-documented. Often, individuals working for external support teams, like localization or quality assurance, will be omitted. Sometimes, studios will leave out the names of people who departed ahead of launch. Improper crediting doesn't always mean a person can't list a project on their resume, but it's—at best—unfair to the developers who worked on the game and aren't credited and, at worst, actively hampering careers. The impact varies from person to person and studio to studio—there’s a ton of inconsistency—but the problem remains pervasive.Related:Union contracts can deliver 'tangible, positive change across the industry'Nazih Fares, the vice chair of the International Game Developers Association's (IGDA) game credits special interest group, told Game Developer that while working as a public relations contractor for major game companies, they'd been left out of the credits for more than 50 games they supported. Their first game credit for Metal Gear Solid 5 was a 'special thanks' at the end of the roll call—something that didn't accurately represent the scope of their contributions.When they began specifically asking for credits, they were told the studio that had solicited their services didn't include external developers in their credits. "It was frustrating to be in that situation, and I knew that I wasn't the only one," Fares said. "It wasn't just me."The IGDA's game credits group published a lengthy paper on the best practices for game crediting in 2023, which includes standards that define an "inclusive" crediting philosophy. The group even built tools in Unreal Engine to streamline the task of importing credits into a game.Related:Industry consultant Tarja Porkka-Kontturi told us several studios have adopted those IGDA guidelines, but that "widespace implementation is still absolutely lacking."The problem is that the IGDA can't force companies to implement a standardized process—but contracts can. "I firmly believe that if unions and developers collaborated to embed fair crediting practices—such as the ones we've outlined in the IGDA Game Credits Guidelines—into collective agreements, it would bring tangible, positive change across the industry, globally," Porkka-Kontturi said. "As mentioned, this kind of inclusion in union contracts would not only strengthen the position of workers but also give studios a clear, standardized process to follow."Freelance writer and narrative designer Anna C. Webster also suggested unions can provide a pathway to standardization. "[Credits] are critical," she said. "Being properly credited on a title is essential to our individual careers as workers, and also just general fairness. Being able to say, 'Hey, I worked on this,' is important to show the work you did and not undercut labor in any way."Related:Webster is a member of the United Video Game Workers-Communications Workers of America's (UVW-CWA) organizing committee and the interim chair of the freelancing and contractors issues' committee. She said the standardization of video game credits is something the freelancing committee is particularly interested in. Hollywood unions, like the Writers Guild of America or the Producers Guild, have built out and enforced crediting rules. The video game industry doesn't have any overarching bodies to do that—so companies are still able to follow their own whims.Sega and ZeniMax unions successfully bargained for standardized crediting practices The Communications Workers of America told Game Developer that several video game industry unions, like Sega of America and ZeniMax Workers United, have already bargained for standardized credits in their contracts. Sega of America's contract, for instance, requires the company to credit all workers that contribute to its games—including "early QA testers."ZeniMax Workers United has two pages dedicated to crediting practices in its signed contract agreement. It sets out the following attribution guidelines:a) The Employer will credit all bargaining unit employees who are assigned (or ancillary) to the title and are employed 90 calendar days before a project’s full public release date. Anyone not employed 90 days minimum before the projected full release date will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.b) Bargaining unit employees must work on the title for at least 30 calendar days before the credit lock date. Contributors below this threshold will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.c) Bargaining unit employees will be credited by their lived name (first and last) and their role or nature of work at the time credits are created. In the event a bargaining unit employee updates their lived name with Human Resources, the Employer shall then update the publicly accessible list of credits, if available. Changes or updates to in-game credits will be at Management’s discretion.d) Credits shall be updated with credit given to those who meet these criteria for additional major releases related to the game (large updates, DLC, etc).The contract also has a section that lays out the visibility of credits, too. The credits have to be made available to anyone who plays the game, regardless of whether or not they've completed it. There's even a process that outlines how the company must be informed if mistakes are made, and if they want to change how their name appears. (The contract doesn't have any process—aside from being "at the employer’s discretion"—on how people who no longer work there can have theirs changed).Unions, then, have both collective worker power and legal strength to push back on a multitude of issues, including crediting problems. The union has resources that an individual may not, meaning workers don't simply have to trust an internal policy. They can also garner widespread cross-industry support. UVW-CWA, unlike the unions under Sega of America and ZeniMax, is a direct-join union. That means any game worker can join its ranks, regardless of where they work or whether they’re a freelance or contract worker.UVW-CWA currently has more than 500 members across the industry in North America and Canada. It works differently in that there isn't a contract between the union and specific companies. Instead, its power comes from the collective voice of members.The freelancing group under UVW-CWA is looking to create contract standards to help individual workers negotiate crediting terms into their contracts with companies. Webster said the union hasn't nailed down exact language just yet, but explained it could be useful, for instance, to ensure anybody who worked on a game for more than 30 days must be included in the credits."Game developers and publishers could work with unions in drafting a clause in the contract stating that all external collaborators are credited no matter how big or small that collaboration is," Morales added. Crucially, those clauses could be used to hold companies accountable if people are not properly credited. Morales said organizations like ATRAE are working to help people receive proper credits. That includes helping developers contact studios to make them aware of crediting issues in the hopes of delivering a fix.Studios don't always comply, but with contracts in hand—or a mass of worker support—that could change.
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  • واش راكم يا ناس! سمعتوا الخبر الجديد؟ Sega و Ryu Ga Gotoku قرروا يطلّعونا بواحد الـ "update" كبير بالنسبة لـ Virtua Fighter، يعني بعد شحال من وقت مستنّين! يخي حالة، راهم عندهم الشجاعة يشوفو في EVO ويعطونا أول نظرة على الـ gameplay.

    بصّح راني ضارب دورة، نخمم في روحي، شحال من مرّة سمعنا عن هاد المشروع، ودايما ما نلقاوش info واضحة. بصح كيما العادة، نحب نحبس و نشوف شنو عندهم.

    حبيت نقلكم، كي تتبعو الـ "trailer"، تروحوا تتجمعوا مع صحابكم، شوية "chill" ولا "café", و تشوفوا كيفاش رح تكون اللعبة. والله غير كيف ما كان الحال، لازم نكونو دايما متفائلين!

    نزيد نقولك، الظاهر الـ "graphics" راهم فالصورة، و الدفاع شوية أحسن، و القتال يخي يكون أمتع. راني ن
    واش راكم يا ناس! 😄 سمعتوا الخبر الجديد؟ Sega و Ryu Ga Gotoku قرروا يطلّعونا بواحد الـ "update" كبير بالنسبة لـ Virtua Fighter، يعني بعد شحال من وقت مستنّين! يخي حالة، راهم عندهم الشجاعة يشوفو في EVO ويعطونا أول نظرة على الـ gameplay. بصّح راني ضارب دورة، نخمم في روحي، شحال من مرّة سمعنا عن هاد المشروع، ودايما ما نلقاوش info واضحة. بصح كيما العادة، نحب نحبس و نشوف شنو عندهم. حبيت نقلكم، كي تتبعو الـ "trailer"، تروحوا تتجمعوا مع صحابكم، شوية "chill" ولا "café", و تشوفوا كيفاش رح تكون اللعبة. والله غير كيف ما كان الحال، لازم نكونو دايما متفائلين! نزيد نقولك، الظاهر الـ "graphics" راهم فالصورة، و الدفاع شوية أحسن، و القتال يخي يكون أمتع. راني ن
    Le prochain Virtua Fighter profite de l’EVO pour diffuser un premier véritable aperçu de son gameplay
    www.actugaming.net
    ActuGaming.net Le prochain Virtua Fighter profite de l’EVO pour diffuser un premier véritable aperçu de son gameplay Sega et Ryu Ga Gotoku sont encore loin de nous sortir New Virtua Fighter Project […] L'article Le prochain Virtua Fighte
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