• Ubisoft CEO summoned to court in harassment case

    CW: This article contains mentions of sexual abuseUbisoft CEO Yves Guillemot has been summoned to appear before the Bobigny District Court on October 1.Via the French news network BFM TV, the company received a subpoena from the Solidaires Informatiques union and four other individuals. This is in relation to the harassment allegations against three former Ubisoft executives during court hearings back in June.A month later, the French court sentenced three former Ubisoft executives to suspended prison terms, with charges including sexual assault and "enabling a culture of sexual and psychological harassment."Specifically, the convictions entail former editorial vice president Thomas François, who was convicted on a charge of attempted sexual assault was handed a suspended three-year term. Former chief creative officer Serge Hascoët was given an 18-month suspended sentence, while former games director Gillaume Patrux received a 12-month suspended sentence.In a statement provided by Ubisoft, a spokesperson said the civil parties and facts are the same as those involved and judged by the court this past June, following an investigation by the Public Prosecutor's Office.The spokesperson also noted that, after that investigation, and "contrary to the civil parties' requests," the Public Prosecutor's Office decided that there were "no grounds to initiate criminal proceedings against Ubisoft or its management," a decision it "confirmed during its closing arguments at the hearing last June."Related:Ubisoft says protecting physical and moral integrity of employees is its 'top priority'The statement goes on to say that Ubisoft will continue to cooperate with the justice system in this matter, "as it has done over the past five years in the review of the facts" related to this case.“Our top priority is to ensure the absolute protection of the physical and moral integrity of its employees, through a policy of prevention and zero tolerance with regard to sexual or moral harassment, sexist behavior, assault, insult, or discrimination of any kind,” Ubisoft executive vice president Cecile Russeil stated.The hearings took place over four days at the beginning of June. As reported by The Guardian, the court was told how the aforementioned Ubisoft executives frequently abused their power to harass and bully employees.The women who previously worked at Ubisoft described how they were subjected to constant comments about sex and their bodies, made to endure sexist and homophobic jokes, and touched physically without consent.Related:During the hearings, François, Hascoët, and Patrux denied all charges. State prosecutor Antoine Haushalter, however, said the case revealed "overwhelming" evidence of harassment within Ubisoft and claimed the video game industry has "systemic" issues with sexism and abuse.The news comes a month after Ubisoft confirmed it laid off 19 people at Ubisoft Red Storm. The redundancies happened four months after securing a billion investment from Tencent, and they followed hundreds of job cuts and studio closures over the past year. At the beginning of the year, Ubisoft said it must take "decisive steps" to reshape its business and "drive significant cost reductions."
    #ubisoft #ceo #summoned #court #harassment
    Ubisoft CEO summoned to court in harassment case
    CW: This article contains mentions of sexual abuseUbisoft CEO Yves Guillemot has been summoned to appear before the Bobigny District Court on October 1.Via the French news network BFM TV, the company received a subpoena from the Solidaires Informatiques union and four other individuals. This is in relation to the harassment allegations against three former Ubisoft executives during court hearings back in June.A month later, the French court sentenced three former Ubisoft executives to suspended prison terms, with charges including sexual assault and "enabling a culture of sexual and psychological harassment."Specifically, the convictions entail former editorial vice president Thomas François, who was convicted on a charge of attempted sexual assault was handed a suspended three-year term. Former chief creative officer Serge Hascoët was given an 18-month suspended sentence, while former games director Gillaume Patrux received a 12-month suspended sentence.In a statement provided by Ubisoft, a spokesperson said the civil parties and facts are the same as those involved and judged by the court this past June, following an investigation by the Public Prosecutor's Office.The spokesperson also noted that, after that investigation, and "contrary to the civil parties' requests," the Public Prosecutor's Office decided that there were "no grounds to initiate criminal proceedings against Ubisoft or its management," a decision it "confirmed during its closing arguments at the hearing last June."Related:Ubisoft says protecting physical and moral integrity of employees is its 'top priority'The statement goes on to say that Ubisoft will continue to cooperate with the justice system in this matter, "as it has done over the past five years in the review of the facts" related to this case.“Our top priority is to ensure the absolute protection of the physical and moral integrity of its employees, through a policy of prevention and zero tolerance with regard to sexual or moral harassment, sexist behavior, assault, insult, or discrimination of any kind,” Ubisoft executive vice president Cecile Russeil stated.The hearings took place over four days at the beginning of June. As reported by The Guardian, the court was told how the aforementioned Ubisoft executives frequently abused their power to harass and bully employees.The women who previously worked at Ubisoft described how they were subjected to constant comments about sex and their bodies, made to endure sexist and homophobic jokes, and touched physically without consent.Related:During the hearings, François, Hascoët, and Patrux denied all charges. State prosecutor Antoine Haushalter, however, said the case revealed "overwhelming" evidence of harassment within Ubisoft and claimed the video game industry has "systemic" issues with sexism and abuse.The news comes a month after Ubisoft confirmed it laid off 19 people at Ubisoft Red Storm. The redundancies happened four months after securing a billion investment from Tencent, and they followed hundreds of job cuts and studio closures over the past year. At the beginning of the year, Ubisoft said it must take "decisive steps" to reshape its business and "drive significant cost reductions." #ubisoft #ceo #summoned #court #harassment
    Ubisoft CEO summoned to court in harassment case
    www.gamedeveloper.com
    CW: This article contains mentions of sexual abuseUbisoft CEO Yves Guillemot has been summoned to appear before the Bobigny District Court on October 1.Via the French news network BFM TV, the company received a subpoena from the Solidaires Informatiques union and four other individuals. This is in relation to the harassment allegations against three former Ubisoft executives during court hearings back in June.A month later, the French court sentenced three former Ubisoft executives to suspended prison terms, with charges including sexual assault and "enabling a culture of sexual and psychological harassment."Specifically, the convictions entail former editorial vice president Thomas François, who was convicted on a charge of attempted sexual assault was handed a suspended three-year term. Former chief creative officer Serge Hascoët was given an 18-month suspended sentence, while former games director Gillaume Patrux received a 12-month suspended sentence.In a statement provided by Ubisoft, a spokesperson said the civil parties and facts are the same as those involved and judged by the court this past June, following an investigation by the Public Prosecutor's Office.The spokesperson also noted that, after that investigation, and "contrary to the civil parties' requests," the Public Prosecutor's Office decided that there were "no grounds to initiate criminal proceedings against Ubisoft or its management," a decision it "confirmed during its closing arguments at the hearing last June."Related:Ubisoft says protecting physical and moral integrity of employees is its 'top priority'The statement goes on to say that Ubisoft will continue to cooperate with the justice system in this matter, "as it has done over the past five years in the review of the facts" related to this case.“Our top priority is to ensure the absolute protection of the physical and moral integrity of its employees, through a policy of prevention and zero tolerance with regard to sexual or moral harassment, sexist behavior, assault, insult, or discrimination of any kind,” Ubisoft executive vice president Cecile Russeil stated.The hearings took place over four days at the beginning of June. As reported by The Guardian, the court was told how the aforementioned Ubisoft executives frequently abused their power to harass and bully employees.The women who previously worked at Ubisoft described how they were subjected to constant comments about sex and their bodies, made to endure sexist and homophobic jokes, and touched physically without consent.Related:During the hearings, François, Hascoët, and Patrux denied all charges. State prosecutor Antoine Haushalter, however, said the case revealed "overwhelming" evidence of harassment within Ubisoft and claimed the video game industry has "systemic" issues with sexism and abuse.The news comes a month after Ubisoft confirmed it laid off 19 people at Ubisoft Red Storm. The redundancies happened four months after securing a $1.25 billion investment from Tencent, and they followed hundreds of job cuts and studio closures over the past year. At the beginning of the year, Ubisoft said it must take "decisive steps" to reshape its business and "drive significant cost reductions."
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  • واش راكم يا جماعة، اليوم حبيت نحكي لكم على موضوع يهمنا كامل. تذكروا كيفاش كانت العلاقات بين الجزائر وفرنسا؟ واحد الموقف طرا لي من مدة، كنت مع صحابي في قهوة، وبدينا نتناقشوا على التاريخ. كل واحد كان عنده رأي مختلف، ولكن الشيء اللي اتفقنا عليه هو أنه العلاقات لازم تكون مبنية على الصدق والاحترام.

    المقال اليوم يتناول "Suspension de l’Accord de 2013"، وين الوزارة الفرنسية تعلق على الاتفاق اللي كان بيننا وبينهم، ووزير الخارجية الجزائري يرد عليهم ويقولهم "mensonge". بصراحة، من المثير أن نشوف كيفاش الأمور تتطور بين الدول، خاصة لما يتعلق الأمر بالاتفاقيات الثنائية.

    في رأيي، من المهم أن نتعلم من تاريخنا ونحاول نبني علاقات مبنية على الشفافية. إذا كنا نحب نحقق تقدم، لازم نكون واضحين في كل شيء.

    https://www.algerie360.com/annulation-de-laccord-de-2013-entre-lalgerie-et-la-france-les-deux-parties-saccusent/

    #
    واش راكم يا جماعة، اليوم حبيت نحكي لكم على موضوع يهمنا كامل. تذكروا كيفاش كانت العلاقات بين الجزائر وفرنسا؟ واحد الموقف طرا لي من مدة، كنت مع صحابي في قهوة، وبدينا نتناقشوا على التاريخ. كل واحد كان عنده رأي مختلف، ولكن الشيء اللي اتفقنا عليه هو أنه العلاقات لازم تكون مبنية على الصدق والاحترام. المقال اليوم يتناول "Suspension de l’Accord de 2013"، وين الوزارة الفرنسية تعلق على الاتفاق اللي كان بيننا وبينهم، ووزير الخارجية الجزائري يرد عليهم ويقولهم "mensonge". بصراحة، من المثير أن نشوف كيفاش الأمور تتطور بين الدول، خاصة لما يتعلق الأمر بالاتفاقيات الثنائية. في رأيي، من المهم أن نتعلم من تاريخنا ونحاول نبني علاقات مبنية على الشفافية. إذا كنا نحب نحقق تقدم، لازم نكون واضحين في كل شيء. https://www.algerie360.com/annulation-de-laccord-de-2013-entre-lalgerie-et-la-france-les-deux-parties-saccusent/ #
    www.algerie360.com
    Le ministère français de l’Europe et des Affaires étrangères annoncé le 19 août dernier la suspension de l’accord bilatéral de 2013 qui permettait aux détenteurs de […] L’article Suspension de l’Accord de 2013 : le MAE algérie
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  • يا جماعة، عندي خبر زين لعشاق الموسيقى! Spotify دارت تحديث جديد، وولا بإمكانكم ديروا transitions بين الأغاني بكل سلاسة في ال playlists تاعكم. يعني مع هاد الميزة الجديدة، تقدروا تخلطوا الأغاني بطريقة طبيعية بلا أي صمت محرج بيناتهم.

    الموضوع ساهل، بعد ما تقوموا بإعداد playlist، راح تلقاو خيار "Mix" في القائمة. تقدروا تختارو بين وضعية Auto أو تديروا تغييرات حسب ذوقكم، وبزاف خيارات كالمؤثرات الصوتية وvolume. حتى كي تكملوا، تقدروا تحفظوها وتشاركوها مع الأصحاب.

    بصراحة، هاد الميزة غادي تخلي ال parties والرحلات أسهل وأمتع، خصوصاً كي نحبوا نخلقوا جو موسيقي متواصل.

    أطلقوا خيالكم وخلوا الموسيقى ترفرف!

    https://www.engadget.com/entertainment/music/spotify-now-lets-you-create-seamless-transitions-between-songs-on-your-custom-playlists
    🎶 يا جماعة، عندي خبر زين لعشاق الموسيقى! 🎉 Spotify دارت تحديث جديد، وولا بإمكانكم ديروا transitions بين الأغاني بكل سلاسة في ال playlists تاعكم. يعني مع هاد الميزة الجديدة، تقدروا تخلطوا الأغاني بطريقة طبيعية بلا أي صمت محرج بيناتهم. الموضوع ساهل، بعد ما تقوموا بإعداد playlist، راح تلقاو خيار "Mix" في القائمة. تقدروا تختارو بين وضعية Auto أو تديروا تغييرات حسب ذوقكم، وبزاف خيارات كالمؤثرات الصوتية وvolume. حتى كي تكملوا، تقدروا تحفظوها وتشاركوها مع الأصحاب. بصراحة، هاد الميزة غادي تخلي ال parties والرحلات أسهل وأمتع، خصوصاً كي نحبوا نخلقوا جو موسيقي متواصل. أطلقوا خيالكم وخلوا الموسيقى ترفرف! 🚀 https://www.engadget.com/entertainment/music/spotify-now-lets-you-create-seamless-transitions-between-songs-on-your-custom-playlists
    www.engadget.com
    Spotify routinely debuts new playlist features for its users, but the company's latest update has the potential to dramatically alter custom mixes. Starting today, premium users will have access to a new tool for creating customized transitions w
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  • يا جماعة، شفتو الأخبار الجديدة؟

    كوميدي معروف، Kumail Nanjiani، قال حاجة مثيرة حول Elon Musk وعلاقته مع مسلسل "Silicon Valley". تعرف؟ Musk كان يقول بلي الحفلات اللي يحضرها في حياته الواقعية "أكثر تشويقًا بكثير" من حفلات المسلسل. وفي 2018، نفى بشدة مشاركته في "sex party"، وصرح إنه كان يظن أنها حفلة تنكرية.

    وش رايك في هاذ الشي؟ يعني، في عالم التكنولوجيا والنجومية، كتير من الأمور تتحوّل إلى مسرحيات. حسيت من خلال هاد الموضوع أنه في الجانب البشري للمشاهير، وخصوصًا في كيفاش يشوفو الحياة والحفلات.

    خلي راسك يشتغل واعتبر هاد المواقف، كيف تتصور الحفلات الحقيقية للأغنياء والمشاهير؟

    https://fortune.com/2025/08/18/elon-musk-hbo-silicon-valley-parties-kumail-nanjiani-mike-birbiglia/
    #ElonMusk #SiliconValley #
    يا جماعة، شفتو الأخبار الجديدة؟ 🤔 كوميدي معروف، Kumail Nanjiani، قال حاجة مثيرة حول Elon Musk وعلاقته مع مسلسل "Silicon Valley". تعرف؟ Musk كان يقول بلي الحفلات اللي يحضرها في حياته الواقعية "أكثر تشويقًا بكثير" من حفلات المسلسل. وفي 2018، نفى بشدة مشاركته في "sex party"، وصرح إنه كان يظن أنها حفلة تنكرية. وش رايك في هاذ الشي؟ يعني، في عالم التكنولوجيا والنجومية، كتير من الأمور تتحوّل إلى مسرحيات. حسيت من خلال هاد الموضوع أنه في الجانب البشري للمشاهير، وخصوصًا في كيفاش يشوفو الحياة والحفلات. خلي راسك يشتغل واعتبر هاد المواقف، كيف تتصور الحفلات الحقيقية للأغنياء والمشاهير؟ https://fortune.com/2025/08/18/elon-musk-hbo-silicon-valley-parties-kumail-nanjiani-mike-birbiglia/ #ElonMusk #SiliconValley #
    fortune.com
    In 2018, Musk vigorously denied he had attended a “sex party,” saying he thought it was just a costume party.
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  • « À nos frères de Gaza » : parties d’Algérie, des bouteilles d’espoir échouent sur une plage à Béja

    Une découverte insolite a eu lieu dans la plage de Zouaraa, située dans le gouvernorat de Béja en Tunisie. Des habitants de la région ontL’article « À nos frères de Gaza » : parties d’Algérie, des bouteilles d’espoir échouent sur une plage à Béja est apparu en premier sur .
    #nos #frères #gaza #parties #dalgérie
    « À nos frères de Gaza » : parties d’Algérie, des bouteilles d’espoir échouent sur une plage à Béja
    Une découverte insolite a eu lieu dans la plage de Zouaraa, située dans le gouvernorat de Béja en Tunisie. Des habitants de la région ontL’article « À nos frères de Gaza » : parties d’Algérie, des bouteilles d’espoir échouent sur une plage à Béja est apparu en premier sur . #nos #frères #gaza #parties #dalgérie
    « À nos frères de Gaza » : parties d’Algérie, des bouteilles d’espoir échouent sur une plage à Béja
    www.algerie360.com
    Une découverte insolite a eu lieu dans la plage de Zouaraa, située dans le gouvernorat de Béja en Tunisie. Des habitants de la région ont […] L’article « À nos frères de Gaza » : parties d’Algérie, des bouteilles d’espoir échouent sur une plage à Béja est apparu en premier sur .
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  • MARVEL Tōkon: Fighting Souls — 30 minutes with the 4v4 tag-fighter

    First revealed in State of Play, and recently playable at Evo Las Vegas 2025, MARVEL Tōkon: Fighting Souls, brings a fundamental shift to the tag-fighting genre. Arc System Works, Marvel Games, and PlayStation Studios have assembled to create a vibrant, stylized world, and after an intense 30-minute play session this past weekend, I’m counting down the days until I’m a Tōkon fighter again.

    Play Video

    Building a 4v4 team

    “The reason we went with 4v4 is actually because it’s something that’s never been done before in fighting games where players can switch characters,” says Kazuto Sekine, Game Director and Lead Battle Designer, Arc System Works. “We wanted to challenge ourselves to create a new tag fighter.”

    ​​

    During my session, I had access to a set of all-star Heroes to create my team of four:

    ● Doctor Doom is slow but hits hard with magical and tricky range attacks. 

    ● Ms. Marvel is quick with high-risk, high-reward attacks.

    ● Storm is an aerial threat with deadly crossovers., 

    ● Iron Man keeps enemies at bay with anti-air and other punishing moves. 

    ● Star-Lord was the most technical with his ability to switch between firearms and insane juggles.

    ● Captain America is a versatile all-rounder and a great entry point for new players.

    After some experimentation, I prioritized playing Storm and Star-Lord. I loved how their combos, personality, and flair were true to their characters. Storm’s light and medium attacks are beginner-friendly and combo well into her Quick Skill, which is a character’s unique attack you activate by pressing R2. I also found success rushing in with Star-Lord, using quick blaster and melee combos right into his Ultimate, activated simply by pressing R1.

    The control scheme is pretty straightforward. Square, Triangle, and Circle are your light, medium, and heavy attacks, respectively, while X is the assemble button. All of your special attacks and skills are reserved for the triggers. L1 enables a quick dash, L2 is a quick Assemble ability, and R1 and R2 provide your unique attack and quick skills.

    How swapping between characters works

    Traditionally, in a tag fighter, you have to rotate through your entire team before the match is over, but in Tōkon your team shares one health bar. This means you don’t have to master the whole roster to be effective, and in that sense, can approach the game like a more traditional fighter if you choose to. At the start of the match, you can only control your lead character. As the skirmish progresses, you gain the ability to switch into your assist characters when you lose a round, performing a throw, or knocking your opponent into another section of the stage. It creates an interesting dance of being careful not to give your opponents more options to use against you while making sure you access your extended roster first, and who you would want as your first backup option.

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    “Previously for allin order to play them, you had to be able to control multiple characters,” says Sekine, “However, for our game, it was important for us to design it so that you would only actually need to be able to take control of one character. You only need to learn to play as one character in order to enjoy the game, and you can still see your other teammates coming in and out of the battlefield.”

    Where you would traditionally have a dedicated button to swap between your party, here you do it during assists. Once you successfully call in an assist you have a brief window to swap to them. This exchange creates a natural swap out in the chaos of battle and some stylish moments between characters. Tōkon cares about what is happening on screen at all times, so switching between characters in the middle of a combo, standing still, or even in the air creates unique animations, such as characters giving each other daps or quipping about needing to step in. 

    Accommodating different players’ fighting styles

    As I was studying my opponent’s moves, they took a different approach, focusing on supers and trying to bring out their team for full-screen spectacles. Where each character performs a quick combo, sending your opponent airborne while smashing them to the ground, ending in what I can only describe as a superhero pose-a-thon. The methodical vs manic approach created a fun back-and-forth between us, but the game was accommodating of both approaches and provided its own sense of satisfaction.

    “When it comes to the game’s design, it was very important for us to make this something that’s easy to get into, but has depth beyond that initial entry,” says Sekine. “One thing that we were very careful about when designing the game was to ensure that there is not any kind of mechanic or attack that someone who’s just getting started would not be able to perform. It would impede on the experience of new players.” 

    “When you press the Assemble button, depending on the situation and what’s going on in the match, the Assist will come out and perform a different action that’s suitable for that particular moment,” says Sekine. “By designing it in that way that we’re able to clearly communicate to the player when they should be calling in their assists, and make it easier for them to play.”

    Anime-inspired Heroes in action

    “At Marvel games, it’s really important for us to allow developers to put their own unique stamp on the Marvel Universe,” says Michael Francisco, Sr. Product Development Manager, Marvel Games. “In the case of Arc, it’s that fusion of Marvel and American comics with Japanese anime and manga, and you can see that reflected in the art style and the character designs.” 

    All the characters ooze charm, but the backgrounds also pack a lot of exciting details. Eagle-eyed fans should keep an eye out for interesting signage referencing heroes and events, pedestrians reacting to on-screen action, and easter eggs scattered throughout. It’s obvious a lot of care was put into building this world. 

    “It was very important for us to be able to create the visual excitement that should be entailed with,” says Takeshi Yamanaka, Producer, Arc System Works. “Since this is a 4v4 game, that means that we can have up to eight characters out on the screen at one time altogether, so we were careful when creating the visual composition of the screen to ensure that we convey that excitement.”

    The 4v4 fights begin next year

    MARVEL Tōkon: Fighting Souls is set to release in 2026, and while I’m excited to see all the heroes, combinations, and worlds the game will take us too, I asked the team how they felt about creating something new that has never been done before in the fighting genre. 

    “It’s both scary and exciting, exhilarating and terrifying, at the same time,” says Francisco. “From the beginning, we all want to honor and respect the rich history and legacy of Marvel, while also forging our own path forward to create something new and innovative. So, we just hope fans are excited to see what we’ve come up with as a collaboration between all three parties.” 
    #marvel #tōkon #fighting #souls #minutes
    MARVEL Tōkon: Fighting Souls — 30 minutes with the 4v4 tag-fighter
    First revealed in State of Play, and recently playable at Evo Las Vegas 2025, MARVEL Tōkon: Fighting Souls, brings a fundamental shift to the tag-fighting genre. Arc System Works, Marvel Games, and PlayStation Studios have assembled to create a vibrant, stylized world, and after an intense 30-minute play session this past weekend, I’m counting down the days until I’m a Tōkon fighter again. Play Video Building a 4v4 team “The reason we went with 4v4 is actually because it’s something that’s never been done before in fighting games where players can switch characters,” says Kazuto Sekine, Game Director and Lead Battle Designer, Arc System Works. “We wanted to challenge ourselves to create a new tag fighter.” ​​ During my session, I had access to a set of all-star Heroes to create my team of four: ● Doctor Doom is slow but hits hard with magical and tricky range attacks.  ● Ms. Marvel is quick with high-risk, high-reward attacks. ● Storm is an aerial threat with deadly crossovers.,  ● Iron Man keeps enemies at bay with anti-air and other punishing moves.  ● Star-Lord was the most technical with his ability to switch between firearms and insane juggles. ● Captain America is a versatile all-rounder and a great entry point for new players. After some experimentation, I prioritized playing Storm and Star-Lord. I loved how their combos, personality, and flair were true to their characters. Storm’s light and medium attacks are beginner-friendly and combo well into her Quick Skill, which is a character’s unique attack you activate by pressing R2. I also found success rushing in with Star-Lord, using quick blaster and melee combos right into his Ultimate, activated simply by pressing R1. The control scheme is pretty straightforward. Square, Triangle, and Circle are your light, medium, and heavy attacks, respectively, while X is the assemble button. All of your special attacks and skills are reserved for the triggers. L1 enables a quick dash, L2 is a quick Assemble ability, and R1 and R2 provide your unique attack and quick skills. How swapping between characters works Traditionally, in a tag fighter, you have to rotate through your entire team before the match is over, but in Tōkon your team shares one health bar. This means you don’t have to master the whole roster to be effective, and in that sense, can approach the game like a more traditional fighter if you choose to. At the start of the match, you can only control your lead character. As the skirmish progresses, you gain the ability to switch into your assist characters when you lose a round, performing a throw, or knocking your opponent into another section of the stage. It creates an interesting dance of being careful not to give your opponents more options to use against you while making sure you access your extended roster first, and who you would want as your first backup option. View and download image Download the image close Close Download this image “Previously for allin order to play them, you had to be able to control multiple characters,” says Sekine, “However, for our game, it was important for us to design it so that you would only actually need to be able to take control of one character. You only need to learn to play as one character in order to enjoy the game, and you can still see your other teammates coming in and out of the battlefield.” Where you would traditionally have a dedicated button to swap between your party, here you do it during assists. Once you successfully call in an assist you have a brief window to swap to them. This exchange creates a natural swap out in the chaos of battle and some stylish moments between characters. Tōkon cares about what is happening on screen at all times, so switching between characters in the middle of a combo, standing still, or even in the air creates unique animations, such as characters giving each other daps or quipping about needing to step in.  Accommodating different players’ fighting styles As I was studying my opponent’s moves, they took a different approach, focusing on supers and trying to bring out their team for full-screen spectacles. Where each character performs a quick combo, sending your opponent airborne while smashing them to the ground, ending in what I can only describe as a superhero pose-a-thon. The methodical vs manic approach created a fun back-and-forth between us, but the game was accommodating of both approaches and provided its own sense of satisfaction. “When it comes to the game’s design, it was very important for us to make this something that’s easy to get into, but has depth beyond that initial entry,” says Sekine. “One thing that we were very careful about when designing the game was to ensure that there is not any kind of mechanic or attack that someone who’s just getting started would not be able to perform. It would impede on the experience of new players.”  “When you press the Assemble button, depending on the situation and what’s going on in the match, the Assist will come out and perform a different action that’s suitable for that particular moment,” says Sekine. “By designing it in that way that we’re able to clearly communicate to the player when they should be calling in their assists, and make it easier for them to play.” Anime-inspired Heroes in action “At Marvel games, it’s really important for us to allow developers to put their own unique stamp on the Marvel Universe,” says Michael Francisco, Sr. Product Development Manager, Marvel Games. “In the case of Arc, it’s that fusion of Marvel and American comics with Japanese anime and manga, and you can see that reflected in the art style and the character designs.”  All the characters ooze charm, but the backgrounds also pack a lot of exciting details. Eagle-eyed fans should keep an eye out for interesting signage referencing heroes and events, pedestrians reacting to on-screen action, and easter eggs scattered throughout. It’s obvious a lot of care was put into building this world.  “It was very important for us to be able to create the visual excitement that should be entailed with,” says Takeshi Yamanaka, Producer, Arc System Works. “Since this is a 4v4 game, that means that we can have up to eight characters out on the screen at one time altogether, so we were careful when creating the visual composition of the screen to ensure that we convey that excitement.” The 4v4 fights begin next year MARVEL Tōkon: Fighting Souls is set to release in 2026, and while I’m excited to see all the heroes, combinations, and worlds the game will take us too, I asked the team how they felt about creating something new that has never been done before in the fighting genre.  “It’s both scary and exciting, exhilarating and terrifying, at the same time,” says Francisco. “From the beginning, we all want to honor and respect the rich history and legacy of Marvel, while also forging our own path forward to create something new and innovative. So, we just hope fans are excited to see what we’ve come up with as a collaboration between all three parties.”  #marvel #tōkon #fighting #souls #minutes
    MARVEL Tōkon: Fighting Souls — 30 minutes with the 4v4 tag-fighter
    blog.playstation.com
    First revealed in State of Play, and recently playable at Evo Las Vegas 2025, MARVEL Tōkon: Fighting Souls, brings a fundamental shift to the tag-fighting genre. Arc System Works, Marvel Games, and PlayStation Studios have assembled to create a vibrant, stylized world, and after an intense 30-minute play session this past weekend, I’m counting down the days until I’m a Tōkon fighter again. Play Video Building a 4v4 team “The reason we went with 4v4 is actually because it’s something that’s never been done before in fighting games where players can switch characters,” says Kazuto Sekine, Game Director and Lead Battle Designer, Arc System Works. “We wanted to challenge ourselves to create a new tag fighter.” ​​ During my session, I had access to a set of all-star Heroes to create my team of four: ● Doctor Doom is slow but hits hard with magical and tricky range attacks.  ● Ms. Marvel is quick with high-risk, high-reward attacks. ● Storm is an aerial threat with deadly crossovers.,  ● Iron Man keeps enemies at bay with anti-air and other punishing moves.  ● Star-Lord was the most technical with his ability to switch between firearms and insane juggles. ● Captain America is a versatile all-rounder and a great entry point for new players. After some experimentation, I prioritized playing Storm and Star-Lord. I loved how their combos, personality, and flair were true to their characters (at one point, Storm sternly refers to Star-Lord as “Quill” when he’s goofing off, which I adored). Storm’s light and medium attacks are beginner-friendly and combo well into her Quick Skill, which is a character’s unique attack you activate by pressing R2. I also found success rushing in with Star-Lord, using quick blaster and melee combos right into his Ultimate, activated simply by pressing R1. The control scheme is pretty straightforward. Square, Triangle, and Circle are your light, medium, and heavy attacks, respectively, while X is the assemble button. All of your special attacks and skills are reserved for the triggers. L1 enables a quick dash, L2 is a quick Assemble ability, and R1 and R2 provide your unique attack and quick skills. How swapping between characters works Traditionally, in a tag fighter, you have to rotate through your entire team before the match is over, but in Tōkon your team shares one health bar. This means you don’t have to master the whole roster to be effective, and in that sense, can approach the game like a more traditional fighter if you choose to. At the start of the match, you can only control your lead character. As the skirmish progresses, you gain the ability to switch into your assist characters when you lose a round, performing a throw, or knocking your opponent into another section of the stage. It creates an interesting dance of being careful not to give your opponents more options to use against you while making sure you access your extended roster first, and who you would want as your first backup option. View and download image Download the image close Close Download this image “Previously for all [tag fighters] in order to play them, you had to be able to control multiple characters,” says Sekine, “However, for our game, it was important for us to design it so that you would only actually need to be able to take control of one character. You only need to learn to play as one character in order to enjoy the game, and you can still see your other teammates coming in and out of the battlefield.” Where you would traditionally have a dedicated button to swap between your party, here you do it during assists. Once you successfully call in an assist you have a brief window to swap to them. This exchange creates a natural swap out in the chaos of battle and some stylish moments between characters. Tōkon cares about what is happening on screen at all times, so switching between characters in the middle of a combo, standing still, or even in the air creates unique animations, such as characters giving each other daps or quipping about needing to step in.  Accommodating different players’ fighting styles As I was studying my opponent’s moves, they took a different approach, focusing on supers and trying to bring out their team for full-screen spectacles. Where each character performs a quick combo, sending your opponent airborne while smashing them to the ground, ending in what I can only describe as a superhero pose-a-thon. The methodical vs manic approach created a fun back-and-forth between us, but the game was accommodating of both approaches and provided its own sense of satisfaction. “When it comes to the game’s design, it was very important for us to make this something that’s easy to get into, but has depth beyond that initial entry,” says Sekine. “One thing that we were very careful about when designing the game was to ensure that there is not any kind of mechanic or attack that someone who’s just getting started would not be able to perform. It would impede on the experience of new players.”  “When you press the Assemble button, depending on the situation and what’s going on in the match, the Assist will come out and perform a different action that’s suitable for that particular moment,” says Sekine. “By designing it in that way that we’re able to clearly communicate to the player when they should be calling in their assists, and make it easier for them to play.” Anime-inspired Heroes in action “At Marvel games, it’s really important for us to allow developers to put their own unique stamp on the Marvel Universe,” says Michael Francisco, Sr. Product Development Manager, Marvel Games. “In the case of Arc, it’s that fusion of Marvel and American comics with Japanese anime and manga, and you can see that reflected in the art style and the character designs.”  All the characters ooze charm, but the backgrounds also pack a lot of exciting details. Eagle-eyed fans should keep an eye out for interesting signage referencing heroes and events, pedestrians reacting to on-screen action, and easter eggs scattered throughout. It’s obvious a lot of care was put into building this world.  “It was very important for us to be able to create the visual excitement that should be entailed with [tag fighters],” says Takeshi Yamanaka, Producer, Arc System Works. “Since this is a 4v4 game, that means that we can have up to eight characters out on the screen at one time altogether, so we were careful when creating the visual composition of the screen to ensure that we convey that excitement.” The 4v4 fights begin next year MARVEL Tōkon: Fighting Souls is set to release in 2026, and while I’m excited to see all the heroes, combinations, and worlds the game will take us too, I asked the team how they felt about creating something new that has never been done before in the fighting genre.  “It’s both scary and exciting, exhilarating and terrifying, at the same time,” says Francisco. “From the beginning, we all want to honor and respect the rich history and legacy of Marvel, while also forging our own path forward to create something new and innovative. So, we just hope fans are excited to see what we’ve come up with as a collaboration between all three parties.” 
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  • Valve Explains Why PayPay Doesn't Work In Some Countries

    With certain parties targeting payment processors as a way to control what kinds of games are allowed to be sold, paying for games on services like Steam is a little bit weird right now. In fact, if you've tried to pay for something on Steam using PayPal recently, you might've noticed that the option isn't available. This is apparently isolated to certain countries, and now Valve has offered an explanation."In early July 2025, PayPal notified Valve that their acquiring bank for payment transactions in certain currencies was immediately terminating the processing of any transactions related to Steam," Valve wrote on its Purchasing Issues support page, as reported by RockPaper Shotgun. "This affects Steam purchases using PayPal in currencies other than EUR, CAD, GBP, JPY, AUD and USD.""We hope to offer PayPal as an option for these currencies in the future but the timeline is uncertain," the page continues. "We are also evaluating adding additional payment methods on Steam for the customers affected by this. In the meantime, please use one of our other current payment methods during checkout. If you can't use any of the available options, you can consider using a Steam Wallet code to add funds to your account."Continue Reading at GameSpot
    #valve #explains #why #paypay #doesn039t
    Valve Explains Why PayPay Doesn't Work In Some Countries
    With certain parties targeting payment processors as a way to control what kinds of games are allowed to be sold, paying for games on services like Steam is a little bit weird right now. In fact, if you've tried to pay for something on Steam using PayPal recently, you might've noticed that the option isn't available. This is apparently isolated to certain countries, and now Valve has offered an explanation."In early July 2025, PayPal notified Valve that their acquiring bank for payment transactions in certain currencies was immediately terminating the processing of any transactions related to Steam," Valve wrote on its Purchasing Issues support page, as reported by RockPaper Shotgun. "This affects Steam purchases using PayPal in currencies other than EUR, CAD, GBP, JPY, AUD and USD.""We hope to offer PayPal as an option for these currencies in the future but the timeline is uncertain," the page continues. "We are also evaluating adding additional payment methods on Steam for the customers affected by this. In the meantime, please use one of our other current payment methods during checkout. If you can't use any of the available options, you can consider using a Steam Wallet code to add funds to your account."Continue Reading at GameSpot #valve #explains #why #paypay #doesn039t
    Valve Explains Why PayPay Doesn't Work In Some Countries
    www.gamespot.com
    With certain parties targeting payment processors as a way to control what kinds of games are allowed to be sold, paying for games on services like Steam is a little bit weird right now. In fact, if you've tried to pay for something on Steam using PayPal recently, you might've noticed that the option isn't available. This is apparently isolated to certain countries, and now Valve has offered an explanation."In early July 2025, PayPal notified Valve that their acquiring bank for payment transactions in certain currencies was immediately terminating the processing of any transactions related to Steam," Valve wrote on its Purchasing Issues support page, as reported by RockPaper Shotgun. "This affects Steam purchases using PayPal in currencies other than EUR, CAD, GBP, JPY, AUD and USD.""We hope to offer PayPal as an option for these currencies in the future but the timeline is uncertain," the page continues. "We are also evaluating adding additional payment methods on Steam for the customers affected by this. In the meantime, please use one of our other current payment methods during checkout. If you can't use any of the available options, you can consider using a Steam Wallet code to add funds to your account."Continue Reading at GameSpot
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