Feature Articles https://www.gamersheroes.com/category/features/ Short and accurate game guides designed to save you time and effort. Honest Game Reviews, Breaking News, & More Mon, 01 Jul 2024 13:25:53 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.5 https://www.gamersheroes.com/wp-content/uploads/2018/04/cropped-Gamers-Heroes-Site-Icon-32x32.jpg Feature Articles https://www.gamersheroes.com/category/features/ 32 32 Top 5 Games We’re Excited for in July 2024 https://www.gamersheroes.com/features/top-5-games-were-excited-for-in-july-2024/ https://www.gamersheroes.com/features/top-5-games-were-excited-for-in-july-2024/#respond Mon, 01 Jul 2024 13:25:52 +0000 https://www.gamersheroes.com/?p=143467 Hot summer nights, fireworks, holidays - July is promising all of that and some stellar video game releases this month. See what games we’re excited for in July 2024 that will keep you staying inside.

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Hot summer nights, fireworks, holidays – July is promising all of that and some stellar video game releases this month. See what games we’re excited for in July 2024 that will keep you staying inside.

Oh, and we won’t make you click through five pages to look at the entire list.

Top 5 Games We’re Excited for in July 2024


The First Descendant

A dynamic co-op shooter, NEXON’s looter shooter The First Descendant has grand plans to turn the looter shooter genre on its head.

How are they planning to do that, you may ask?

Not only can players battle huge bosses through its four-player co-operative functionality, they’ll also be able to fight with style with grappling hooks, firearms, and other weaponry.

We’re especially excited to take advantage of The First Descendant’s variety as we dive into this third-person shooter. One is able to equip characters with three guns, four secondary accessories, and a number of different sub-weapons – all of which can help players grow.

Needless to say, we’re all too eager to set out to protect the Ingris continent.

The First Descendant will come out for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC on July 2.

Once Human

A strange, post-apocalyptic world awaits with the release of Starry Studio’s Once Human this month.

With everything from animal to plants infested by Stardust, players will take control of this entity in a world of chaos filled with the cruelty of nature.

Sounds fascinating, right? We’re taker to take the fight against these monsters that were once human (hence the name), utilizing approximately 100 gun blueprints, using Territory Cores to build a house of our own, and ultimately seeking out the truth.

Once Human will come out for the PC on July 9.

Flintlock: The Siege of Dawn 

Gods and guns will collide with the upcoming release of A44 and Kepler Interactive’s action RPG Flintlock: The Siege of Dawn.

Taking control of Nor Vanek, this third-person action title will let players use melee weapons and flintlock firearms (again, hence the name) as they take down enemies.

This is standard for the genre, but we especially love Flintlock: The Siege of Dawn’s armor bar. Fill it, and players can take down enemies instantly – or even severely weaken bosses.

We do love a good dose of revenge.

Flintlock: The Siege Of Dawn will come out for the PlayStation 5, Xbox Series X|S, and PC on July 18.

Kunitsu-Gami: Path of the Goddess

A new tale of the Kami awaits with the release of Capcom’s Kunitsy-Gami: Path of the Goddess this month.

It’s not just the pedigree of this title that has us hyped; Capcom Development Division 1 previously worked on Resident Evil and Devil May Cry.

Between its roots in Japanese folklore, its day and night segments, and its real-time strategy and tower defense elements, Kunitsu-Gami: Path of the Goddess is shaping up to be something truly unique.

Kunitsu-Gami: Path of the Goddess will come out for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC on July 19.

The Star Named EOS

Players will be able to get behind the lens with Silver Lining Studio and PLAYISM’s The Star Named EOS when it launches this month.

From what we’ve seen in the demo, this puzzle adventure is filled with heart and soul. Taking control of Dei, players will set out on a journey of reminiscience.

Don’t just take our word for it; this title was also included in The Mini Indie Showcase Official Selection, the LudoNarraCon Showcase 2023 Official Selection, and within the most recent Wholesome Direct Presentation.

The Star Named EOS will come out for the PC via Steam on July 23.

Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting

Featuring a resume that spans the worlds of anime, gaming, and Twitch streaming, Kira Buckland is a standout voice actor in the space today. During FanimeCon 2024, Gamers Heroes sat down with her to talk about her wide range of work, cats, and how she engages with her “cowmunity.”

Continue Reading Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting

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Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting https://www.gamersheroes.com/features/kira-buckland-interview-the-voice-of-jojos-bizarre-adventure-jolyne-cujoh-shares-her-thoughts-on-voice-acting/ https://www.gamersheroes.com/features/kira-buckland-interview-the-voice-of-jojos-bizarre-adventure-jolyne-cujoh-shares-her-thoughts-on-voice-acting/#respond Tue, 04 Jun 2024 14:13:14 +0000 https://www.gamersheroes.com/?p=142782 Featuring a resume that spans the worlds of anime, gaming, and Twitch streaming, Kira Buckland is a standout voice actor in the space today. During FanimeCon 2024, Gamers Heroes sat down with her to talk about her wide range of work, cats, and how she engages with her "cowmunity."

The post Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting appeared first on GamersHeroes.

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Featuring a resume that spans the worlds of anime, gaming, and Twitch streaming, Kira Buckland is a standout voice actor in the space today. During FanimeCon 2024, Gamers Heroes sat down with her to talk about her wide range of work, cats, and how she engages with her “cowmunity.”

Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting


Gamers Heroes: First things first: I want to talk about how your range of work is just so incredible. With JoJo’s Bizarre Adventure, you’ve got Joylne’s different “styles,” and then you’ve got Sprigatito in Pokémon. How do you prepare for each role?

Kira Buckland: To be totally honest, I started out focusing on the wrong thing. When I first started deciding I wanted to do this, I was trying to do a lot of different voices. 

It’s a common mistake that a lot of new actors make where they worry too much about. 

“Can I sound like all these different characters? Can I do all these different things with my voice?”

Because I had so much of a focus on that early on, I would say I kind of became a range actor. But the problem is, obviously, the most important thing about voice acting is the acting part. And that’s what I needed to work on early on. The person who really helped me with that was my theater teacher in college.

She really helped with explaining the methods for how to get into a character’s head and breaking down a script, understanding how to interpret a scene, all the stuff that’s really, really important for new actors to learn. 

So now the advice that I give people is to worry about learning the acting first, and then the voices will follow. But because I kind of did things out of order, I feel like I ended up being an actor, which is kind of nice. Sometimes I get called in for utility, which is where you play like a bunch of NPCs in a game or show.

Gamers Heroes: One of the things I like is you’ve taken on all sorts of projects. I also like how you do a lot of stuff for the community, like the Bloody Roar 2 Redub Project. What’s it like working on such a wide range of work? 


Kira Buckland: It’s really fun. I love any kind of acting work that I get to do, but video games are my favorite to work on. 

I used to play Smash Bros. and fighting games competitively. I don’t have the time to practice for that anymore, or attend tournaments. But it was really special to me to be in fighting games in particular, because that was the kind of game that I liked to play. 

So my goal for a very long time in my career was always to voice a playable character in a fighting game. And the first one that I got to do was Honoka in Dead or Alive.

Gamers Heroes: And I know you’re in Street Fighter V as well.

Kira Buckland: BlazBlue Cross Tag Battle, SoulCalibur VI, Phantom Breaker Omnia, all sorts of things.

Gamers Heroes: And then I know you were in Fraymakers – that’s really cool!

Kira Buckland: That’s actually a really cool throwback, because the creator of that I had worked with when I was I believe in high school at the time. 

And so because I did the announcer voice for Super Smash Flash back in the day, then he said it will kind of be like come full circle – do you want to be the announcer for this game? 

I was like, absolutely – you don’t have to ask me twice!

Gamers Heroes: Growing up with Newgrounds, I know there was the Voice Acting Club and that you revived it. There’s a new generation I’ve noticed at the event – I definitely feel like I’m personally part of the old guard at this point, going to conventions since Sakura-Con 2007.

How do you inspire this new generation?

Kira Buckland: I think it’s very challenging for the new generation. I mean, there are things that are better and things that are worse compared to when I first started.

The thing that I try to help out with is that there’s more resources and information that’s easily accessible. 

When I was first starting out, it was kind of a mystery, how to break into professional voiceover from doing stuff on the internet, those worlds were completely separate. 

Most of the time, you did not get paid for doing stuff on the internet; even the content creators weren’t making money back then a lot of the time. It was just sort of like collaborating on stuff just to make stuff and get your work out there.

Nowadays, you can get paid for your creative work a lot more easily, but it also means the field is much more competitive. It’s so hard for new voice actors to break in, because there are thousands of people trying to do the same thing. 

So, you know that that can be very challenging, and I don’t envy that for the people who are just getting started. I tell people that it’s important to join these communities because you are getting advice and perspectives from people not only who have been in the business a lot longer than you, but also your peers. 

You’re going to come up alongside a lot of the people who I worked with on amateur voice acting projects 20 years ago, are now also working professionals. It is really cool to see how many people from that generation are now working on anime dubs, gaming, all sorts of things.

Gamers Heroes: I appreciate that too! As a fan, you definitely bring that passion into the roles. 

I noticed that there have been new independent animations in the form of The Amazing Digital Circus and even some of the fan animations for Deltarune.

I know we’re talking about your roles, but are there any types of other roles you admire in the spaces when it comes to this modern animation scene?

Kira Buckland: All the time! I try to take inspiration from everything that I can. It doesn’t matter if I’m playing a video game, or watching a show. 

It doesn’t have to be animated; It can be a live action show – anything that I feel I can absorb by sort of osmosis to improve my own craft – I always try to do that.

As they always say, learning to be a good actor is just like stealing from everyone else who’s already a good actor. You take what you can from all these performances, and you add it to your own toolbox and make things your own, if that makes sense. 

Gamers Heroes: Going back to Sprigatito – I’m a huge cat fan. I’ve got a cat named Sassy that lives up to her name! 

I know that you support Kitten Rescue and Kitty Bungalow – how do you get the word out about those types of things? Do you do signatures, fundraising, or anything along those lines? 

Kira Buckland: Definitely, if I’ve noticed that some of the rescues I support are in dire need of donations. 

A lot of times when people are running a rescue, there are a lot of medical emergencies that happen. Sometimes, they need to do really quick fundraising for things because there’s a huge vet bill that they have to save this cat’s life. Stuff like that is really, really important. 

When I can, I like to try to contribute to those efforts to raise awareness. I’ve definitely done some signings. If I’ve done online signings, I try to always donate some of that to help those rescues. 

I had some art prints done of my cats – if people buy those, I donate some to rescues. I also stream on Twitch. And so I’ve done streams, it’s like, hey, this particular stream is to raise money for this cat or this rescue.

Gamers Heroes: On that note, are there any cat celebrities you admire? I loved Lil BUB and saw her at the Oakland Internet Cat Video Festival.

Kira Buckland: I actually follow a lot of Japanese cats on Instagram. And there’s one who was rescued from a McDonald’s. So they named him Mac –  he’s a cow cat and I love his Instagram posts! I end up following a lot of cow cats.

Gamers Heroes: Tell me about that – why a Cowtuber? I saw a bit, and it’s really cool and unique – I’m sure there’s a story behind it.

Kira Buckland: I’ve just gotten more and more into cows over the years! It started when a cow cat adopted us when we moved into a new place. And he was just kind of sitting outside, and we started feeding him. 

We were like, what if you came in sometimes? I just like ended up loving cows more and more. And when it came time to make a Vtuber model, I asked, “What if I’m a cow?” 

The fun thing about VTubing is your backstory can be as ridiculous as you want. There’s like no limits. So I’m a time-traveling cow from Everspace.

Gamers Heroes: How do you interact with community?

Kira Buckland: What I stream is going to impact that.

I did start streaming Honkai Star Rail recently, but a big part of why I started streaming was because when I voiced a playable character from Genshin Impact, I wanted to pull for my character.

I started playing the game when I was cast, because I know it’s a big property that means a lot to a lot of people. I wanted to at least play a little bit of it, so I can get more familiar with the world and the mechanics, so I can talk about it with people at conventions.

But, as with a lot of gacha games, I got addicted to it. When my character was announced and released, I said, “What if I just try a stream for the first time? Just pull for my character and see if I get her because I’ve been saving up a lot of the in-game currency.” 

My roommate let me know that you can just stream directly from the PlayStation 4, said “I’ll show you how to do it.”

I didn’t have OBS, a streaming laptop, or any of that stuff. I did the stream function built into the PlayStation 4 and said, “I’m going to roll for my character!”

I didn’t think that people would watch, but I got like a nice, little crowd. And so I said, “Well, what if I try it again, when I pull for Itto.” 

I did that and decided to stick with it and grow. My community is still very small and call it my “Cowmunity.” You know, little by little, I try to grow it and I try to make sure that everybody feels included. 

We have a Discord server for the stream, and the big thing we do that I like to think helps foster the community is getting some Genshin co-ops together. So when I stream, I do co-op with my chat to fight weekly bosses and farm for materials. We also have a co-op channel on the discord. 

I can usually only stream once or twice a week because I’m very busy with work and conventions. Even when I can’t stream, a lot of my chat gets together, and they just go off amongst themselves. 

It always makes me really happy to see that!

Gamers Heroes: I can definitely appreciate the importance of building a community. That leads to another point we’re noticing a lot. 

Google’s eating our lunch with all its AI junk, and we’re finding the importance of trying to keep an authentic community and human voice. I’m sure it’s the same way with voice acting and everything that you’re doing.

How are you reacting to these changes with AI?

Kira Buckland: It’s a concern, I’m not going to lie. 

We’ve seen even before AI started creeping in more and more into the creative cultures that there were a lot of big corporations who just wanted to pay as little as possible for creative talent, whether that’s artists, animators, writers, voice actors, you name it. 

There were online freelancer sites where the whole premise was you can get work done for fast and cheap. I feel like it’s kind of like a downward spiral, a race to the bottom.

Then there’s this pressure for people to lower their rates and to devalue their worth on creative works, because they say we can always get someone to do it for cheaper. 

Now with AI, they’re like, “What if we can just cut the humans out of the equation entirely?”

That’s really hard, as someone who makes their living artistically.

I believe some people are very doom and gloom about how it’s going to replace us, and that all our jobs are going to become obsolete. 

I don’t think it’s going to be that.

I think AI unfortunately –  and we’re already seeing this happen – will replace a lot of the “narrate these clickbait YouTube videos” – things like that are almost always AI generated now.

It might replace some of the long-form narration jobs, unfortunately. I would like to think that, for a lot of projects, there’s always going to be a market for human creativity and human emotion. 

I was saying in an interview yesterday that if I go to the movies, as just a consumer, I don’t want to see AI actors on screen; I want to see human actors performing these roles. 

There’s even something to be said for people like these celebrities, and they go to see these celebrities and movies. So I think that there’s already a lot of consumer backlash against companies trying to force AI into things. 

There have been some games that have used AI voices already, and they were received very poorly, because I think, quite bluntly, consumers have high standards.

Gamers Heroes: Amen!

Kira Buckland: As a gamer, I’m sure you remember a lot of the early games would just have the devs or people in the office doing the voices. You know, it’s kind of fun to look back because it’s meme-worthy. 

Nowadays, having voice acting like that in like a cinematic game, it wouldn’t fly. People expect to there’s like this bar of quality. Even with highly trained professional actors, people are very critical. 

They say, “Oh, does it sound like the Japanese if we’re doing something from another language? Do they feel the emotion was right in the scene? If this is a waifu or husbando voice, does it accurately portray how they want their waifu or husbando to sound?”

I think consumers are listening and watching very critically. The technology is getting better, but it’s always going to sound a little odd. People are going to complain that this isn’t good, this isn’t a good product. 

Gamers Heroes: I think quality is definitely important, especially with these strong fandoms. Definitely appreciate what you bring to the table there.

Kira Buckland: Thank you!

Gamers Heroes: What advice would you give to people that are just starting out with cosplay? I do the fast casual type of stuff, but I know some people are really intricate with their costumes; they put a lot of work!

I know there are different pathways for people. What would you suggest for somebody who’s just starting out that wants to get into the scene?

Kira Buckland:  I think it’s okay to have fun and just do what you’re comfortable with! 

There’s a lot of pressure because we see these cosplayers who have amazing craftsmanship, every accurate detail, all that kind of stuff.

That is great if you have the time and skill to learn and devote yourself to that! I have many friends who do that, and I really admire what they do.

When I tried to learn sewing and crafting, I was not good at it and I didn’t have the patience. 

Now I’m trying to learn wig styling and makeup – that’s something that I’m working on because I like wigs and makeup. 

Then, for the outfit I just kind of these days, I mostly just wear something in the vibe of the character. Sometimes, I’ll do a full outfit. 

A lot of times, I just want to be comfortable if I’m running around a convention. I know some people also feel like they’re not valid if they have a bought cosplay. 

As long as you are entering competitions, where craftsmanship is being judged and presenting it as if you made that, it is completely fine to just buy a costume online and wear that, so you can meet other people from that same fandom and feel confident and comfortable. 

The other thing, of course, that always bears repeating, is that cosplay is for everyone, no matter your race, gender, size, etc.

Gamers Heroes: One of the reasons we got onto Metacritic and OpenCritic was from our specialization in the indie game scene.

How can we as journalists help you and the greater indie scene?

Kira Buckland: I think just getting coverage out about smaller games made by indie teams is always helpful, because so much of what I hear from friends who have tried to make a game or worked on a game like this is that it’s really, really hard to get the word out because a lot of times the budgets are very small. 

They can always hire influencers to stream their games, they can always hire marketing teams, all that kind of stuff. So they do rely on getting the word out organically or having websites pick it up and say, “Hey, this looks cool. Let’s review it.” 

I’ve gotten to do a little bit of voice casting work for some indie games before, actually one of them was a fighting-rhythm game hybrid called God of Rock that I was pretty proud of.

It’s hard for those games to get press coverage because, understandably, people want to cover whatever the hot new game of the season is.

Gamers Heroes: You’ve voiced Jolyne Cujoh; what’s your next major dream role? I know you mentioned Asuka, and we’ve got Shinji in the house.

Kira Buckland: I always say it’s like what Sakurai meme about never asking for anything again.

I’m not allowed to ask for anything because I was Jolyne, which is what I wanted more than anything. 

But if – if! – hypothetically, I ever got to choose another one…if Dizzy from Guilty Gear ever got an English voice, I’d love to at least audition for the role.

Gamers Heroes: Thank you for your time – definitely starstruck!

For those that’d like to stay connected with Kira Buckland, be sure to follow her on Twitter/X, on Twitch, and Instagram.

A very special thank you to Kira Buckland for her time and the FanimeCon staff for this interview opportunity!

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Mark Julio “MarkMan” Interview: FGC Legend Talks EVO https://www.gamersheroes.com/features/mark-julio-markman-interview-fgc-legend-talks-evo/ https://www.gamersheroes.com/features/mark-julio-markman-interview-fgc-legend-talks-evo/#respond Mon, 03 Jun 2024 14:45:27 +0000 https://www.gamersheroes.com/?p=142720 A veritable expert when it comes to fighting games, Mark Julio (MarkMan) has made - and continues to make - a huge impact on the fighting game community (FGC). Gamers Heroes was honored to speak with this legend at the recent FanimeCon 2024 event in San Jose, picking his brain on everything from EVO Moment 37 to the best way to join the fighting game community.

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A veritable expert when it comes to fighting games, Mark Julio (MarkMan) has made – and continues to make – a huge impact on the fighting game community (FGC). Gamers Heroes was honored to speak with this legend at the recent FanimeCon 2024 event in San Jose, picking his brain on everything from EVO Moment 37 to the best way to join the fighting game community.

Mark Julio “MarkMan” Interview: FGC Legend Talks EVO


Gamers Heroes: I know you do a lot of TEKKEN analysis, but I also saw that you did Among Us and other types of commentary – I can appreciate that!

I’m kind of jumping ahead, but what’s it like commenting on different content? You’ve got your fighting game spirit – your bread and butter, so to speak – but what’s it like commentating on a deduction game or Golf With Your Friends? 

MarkMan: I see you’ve done your research!

Gamers Heroes: I tried to!

MarkMan: So you know, for me, I love video games in general. 

So fighting games are what I’m most known for. But I can talk about video game endlessly; I could just talk about anything. 

Because I come from a competitive background and a competitive mindset, being able to frame things in a competitive way – whether it’s Among Us, whether it’s Golf With your Friends, or even Phasmophobia, that’s fun for me to be able to talk about it and explain it to other people. 

For me, just as a gamer, I love being able to kind of frame things and kind of introduce it to new people. Now, that makes sense to me. And I’m sure the community has been super receptive. 

Gamers Heroes: One of the things I wanted to ask is, since you just got back from Japan: How is the scene is different compared to the states? How would you say the reaction is?

With EVO this year, you’ve got Third Strike – one of my favorite games. What’s it like handling the scene over there as opposed to here? Are there certain games that they tend to flock to, certain meta, things like that? 

MarkMan: Absolutely. So you know, we work with our partners, Sony Music in Japan to really put on the event. However, the core of EVO is always about the community and what the community wants to play.

It wouldn’t make sense for us, for example, to run Mortal Kombat in Japan. So we kind of cater towards what we think would be successful. 

One of the things that we’ve seen throughout many of the years is Japan’s camaraderie when it comes to having tournaments, Japan has never had big money tournaments. They’re not allowed to be able to do that because of the certain laws and restrictions from the government.

This year was actually a very new type of year for Japan; it was the very first event in the eSports bubble that was able to charge entry fees for the tournament, making a complete difference from the past. 

This was the very first year that we were able to charge for ticketing and entrance. 

It was really weird – usually when something goes from free to something you charge for, there’s some sort of backlash. However, but the Japanese community was like, “Oh, wow, it’s going to be better because we get to pay for it now!”  It was just really weird to hear that.

It was also one of those things where we had to make sure that we knocked it out of the park; we make sure we delivered an event that people will be proud of not only attending, but also competing in. 

I think we did that, from the feedback we’ve had initially from the event. We’re not even a month after, and it’s been very, very positive.

The only feedback that I would say from the Japanese community is something that surprised me, it actually made me really happy! Because it was so packed at the event, we sold out of tickets in advance. 

A lot of people were claiming that they didn’t have enough areas to play casual games with other people. Most of the setups at the event were dedicated towards the tournament, and we had to prioritize that because of the space. 

Knowing that people want to just go there and be able to play and engage from the community level gives us a lot of hope for the future for expansion. 

Gamers Heroes: I know that you are bringing back Third Strike back this year – I love that! How do you feel the fighting game community is this year? Don’t know if everybody is saying, “I’m just going to play TEKKEN 8 or Street Fighter VI.” 

What about the games that people that want to like to have, like Windjammers or something like that? 

MarkMan: So I’ve said this about EVO events in general, not just EVO Japan; anytime there’s an EVO event, it’s a home for fighting games.

It’s not just the titles that may be considered main titles or titles that are featured that year. If you really want to play and find competition, EVO is the place to go. Whether it’s things like Windjammers like you mentioned, Third Strike, which is our featured retro title for the year.

I don’t know if you know, the main reason why we’re doing it. It’s its anniversary year of Moment 37.

Gamers Heroes: I love the Chipotle commercial – that’s just genius!

MarkMan: We have the anniversary of Moment 37 happening in August later this year, it’s the anniversary of Third Strike’s release – it came out in 1999. 

We’re very thankful with the reception! We haven’t released the official numbers because we still have a month left for registration, but Third Strike is a widely entered game.

I think a lot of people will be surprised when it shows up in our schedule, because we dictate our schedule based on the amount of entrants for the games. So I think a lot of people will look forward to what is probably one of the biggest Third Strike events around the world. I couldn’t believe it, either.

Gamers Heroes: One thing I noticed too, is like watching these clips used to be like Yun Chun-Li, and Ken over and over again. Are you seeing some stuff out of left field, at least with the community, with some cool clips featuring Sean or something like that?

MarkMan: So you were seeing a lot of these, the best players and the best representative of these characters come out to the event. So we saw a lot of that EVO Japan with a ton of interests for that. Of course, at the very end, we had Yun, Ken, and Chun-Li.

But I don’t think there’s any getting away from it. This game has matured so much in the 25 years that it’s been out. Sure, everyone expects the strong characters, but there are strong players that will do well with any character. That’s what I love to see! 

Hopefully there are those moments where we get to see one of those characters shine, and fingers crossed for Vegas that it’ll happen. 

Gamers Heroes: I know Sakurai said that about Smash Bros. Ultimate in one of his videos recently

MarkMan: Yeah, like every character can feel at a high level. And I believe that, on paper, it’s true. Given a tournament setting, it is much smaller in terms of a data pool. If you look at how people do tier lists, they usually do how a character does overall.

So again, I think how people voice their opinion on how the games are balanced, and how to approach a game, whether it’s from a casual standpoint, which has a huge data pool, because you know, you can measure now from just online data, what characters people are using and which ones they are winning with. 

If you look at that alone, let’s say for Street Fighter 6, Ryu should be top tier, as he’s one of the most used characters and has one of the one of the highest winning rates. Same thing with Ken.

But in tournaments, we don’t really see where you use at the high level. So again, it really depends on what level you’re looking at. If you’re focusing on the highest tournament here, or if you’re just focusing on the casuals.

That’s the beauty of fighting games, there’s a level for everyone to be able to come in and enjoy the game. 

Gamers Heroes: A lot of people are switching over to Hit Boxes. Old habits die hard, whether they say “give me a pad,” “give me a fight stick,” or something like that.

How have things evolved since then? Would you say there’s an even split, or maybe people using stuff out of left field like a fishing controller?

MarkMan: You never know. When you see those people that show up to events that want to get the moment people that use like a DDR pad or people that will use a fishing controller or even a Resident Evil chainsaw controller, exactly. 

You know, those guys obviously don’t win – but they have fun, which is the important thing.

However, if you look at the tournament players, it’s impossible to ignore that players like Tokido and Daigo – many of those players have switched over to leverless and have found great success in utilizing that. 

On paper, I think everyone knows it’s there’s less stop when it comes to hitting direct input is a button versus a lever.

However, how good is a player able to adapt their muscle memory to be able to use it at that level, and I feel like everyone focuses on the strengths of Hit Boxes. But not a lot of people focus on the people that try to use Hit Boxes, but can’t adjust to it and give up and go back to a controller or an arcade stick. 

I’ve always been a proponent of people finding what works best for them, and what’s their comfort, when it comes to enjoying an experience finding games. If you play on a leverless controller, and that is the best way for you to have fun and be able to perform the best, that’s what you should pursue.

If it’s a controller, more power to you! I’m not a believer of one controller that can rule them all.

Look at the World Tournaments – these long events, or long series of events, lead to qualifiers, that lead to eventual World Finals. 

Most would think arcade sticks are so strong. They’ll win all SNK World Championships, Arc System Works Championships, Capcom Cup, and TEKKEN World Tour by arcade stick, so old habits maybe die hard. 

But again, you go to another tournament, let’s say outside the World Finals; you go to EVO, you go to a regional event like Combo Breaker this weekend, I wouldn’t be surprised if a controller won.

It really comes down to preference who’s the player and who’s the best player on that day. 

But a lot of people are always asking, especially people that are getting into fighting games. And I think this is a constant question that comes up. And people will always ask, “Hey Markman, what controllers should I use when I get into it?” 

That’s such a loaded question. Because you know, influence goes a long way with a lot of the people that are influences people like Maximilian, people like Justin Wong, people will listen to what they have to say when it comes to using something.

But I just want to tell people that if there is a recommendation to you, it’s probably a very high quality controller. But if you can’t utilize it and use it the way that you want, you shouldn’t be discouraged. There is trial and error. There’sa phase that people go through when they find out what works best for them. It’s like finding the right weapon for you. 

Gamers Heroes: I’ve noticed the same thing with audiophiles; you shouldn’t listen to the equipment, you should listen to the music.

MarkMan: That’s right!

Gamers Heroes: I’ve got friends that are kinda sorta into fighting games; they’ll play the occasional game of Street Fighter, but most of the time they’ll stick to Smash Bros. or something like that. 

Back to your point about finding what’s right for you. How would you suggest people get into the fighting community? I’ve tried introducing them to new titles, going easy on them, things like that. 

MarkMan: There are so many ways right now – I think the easiest way is to find out what is the best way of your time to be able to consume things. 

For a lot of people, that’s watching things on YouTube, that’s watching live streams on Twitch, or even just watching tournaments.

Sometimes people want to be able to find how they relate to fighting games through common interests, whether through a person or through a tournament itself and listening to commentary. Or maybe it’s going to practice mode and learning the game through there.

I think, for a player, some people want to just be able to have fun with their friends. That’s a great goal: to get out and find things. 

Some people want to be able to be a better tournament player and to like rise through the ranks be a strong regional player, be a strong national player. That has a different path than just playing with your friends.

Then there’s some people that just want to be a lab monster, show “I’m cool” clips on social media or show off combos and stuff like that; that is a different path as well. 

So again, you have to find out what makes you happy. And then how to best express yourself in fighting games. And that’s the best thing about fighting games!

Expression is an exceptionally perfect example, when you have two people that play the same character. 

They play completely differently. They have different attitude, different mannerisms and stuff like that. That kind of stuff is beautiful to me, because you get to really see how deep – and maybe how not deep – findings are because people are playing and experiencing the same thing, but it’s a completely different language. 

Gamers Heroes: How do you feel about the revival of series like, I mean The King of Fighters XV is fantastic, and then you got City of the Wolves coming up – how do you feel about these older properties coming back?

MarkMan: I’m a huge fan of it, and I’m actually always happy whenever there’s a new title coming out. So the one example that you brought up now, see there Garou, I was a big fan of Fatal Fury in general.

I thought Mark of the Wolves was one of the most beautiful games that came out at that time. The animation was amazing, and it really evolved the storyline of Garou and sets of Fatal Fury. Seeing Terry Bogard in more of a senior role, kind of the mentor to Rock, was really cool. 

But aside from that, just the gameplay and how it evolved, it really took the basics that we saw from the Fatal Fury games, and even some of the early KOF games. It was a completely different system in Mark of the Wolves, and we’re seeing that come back in City of the Wolves.

II feel like they finally found the formula that works for them with the 2.5D graphics; I think it’s the best presentation that we’ve seen in a long time. 

The game’s not out yet, of course, but it’s the best we’ve seen in a long time from SNK; it’s like night and day when you look at it stylistically. From comparing KOF and Samurai Showdown even compared to City of the Wolves, I’m excited for the game to come out!

There was another title that’s going to be coming out that was announced. I believe was it announced last year during Jump Festa – HUNTER×HUNTER NEN×IMPACT.

I think it’s perfect to talk about that here, especially that we’re at Fanime. But the more interesting thing to me is it’s being developed by the team that worked on Ultimate Marvel vs. Capcom 3 and DNF Duel. 

I met with the developers and the publisher, Bushy Road. We actually did a video series; it’s not out yet, but it will be on the EVO channel where we have Justin Wong with them playing the game. 

You know, Justin is Mr. Marvel, right? Him getting hands-on with the game, being able to play the game and really experience it, and talk to the devs is something beautiful to see.

He is the most storied Marvel vs. Capcom player, and he’s playing a new versus-style fighting game that is from the developers that did Ultimate Marvel vs. Capcom 3. 

I hope people look forward to that video when it comes out pretty soon. 

Gamers Heroes: Spilling the beans, but I know that there’s a secret tournament with the sneakers and stuff like that. I’m wearing Onitsuka Tigers and listening to Shoe Dog right now!

What have you seen so far at EVO? What inspired, and what are some of the best kicks you’ve seen so far?

MarkMan: I guess this goes back to where a lot of people came from, the arcade culture, the urban youth. I feel like there’s so many different walks of life that comes to EVO, and so many people that appreciate it and enjoy it. 

One of the metrics we studied at EVO is that four out of every five EVO attendees is a consumer of anime. That’s a lot of people, right? From my experience, not only do they consume anime, they’re into things like fashion, they’re into sneakers, they’re into all kinds of cool stuff. 

They love Japan and the culture of everything that makes a fighting game better.  I love that because it leads to more people we can relate to and talk about everything we like

With EVO, there’s always a group, especially of the older guys and older gals at EVO that appreciate fashion and streetwear style and sneakers. 

We started this secret tournament maybe 10 years ago, where we would just have the people that that like to wear sneakers meet up and take a group photo. That’s really what the secret tournament is all about: Seeing what everyone’s wearing that weekend, taking a group photo, and enjoying it.

There are companies actually took notice. We’ve had the sneaker footwear partner Kizik make an official EVO shoe last year. 

In the past, I’ve worked with Nike to make the EVO Air Force 1; that’s a homage to Moment 37, which was really cool and came out in very limited numbers. 

But just being able to know that companies like Kizik and Nike have recognized EVO the community especially, and kind of honored them with being part of an actual physical product is really cool to me. 

I feel like that it’s one of those like we made it moments for the community. 

Gamers Heroes: I know exactly what you mean. I’ve got friends that play that don’t really play fighters that know about Moment 37. 

MarkMan: I’m going to be very frank here. Moment 37 is one of the greatest gaming moments that transcends fighting games.

Gamers Heroes: Kind of changing gears a little bit – talking about with my friends who are also into fighters, we’ve noticed is that there’s a bit of a divide with trying to stay profitable versus the passion we were talking about.

I don’t mind that much, but I know some people are like, “Well, I’ve already paid for a game; do I have to pay for Rashid or Akuma?” What have you noticed about the current landscape? 

MarkMan: Yeah, there’s a huge shift. You have to respect everyone’s opinions, because they all come from different sides of the coin when it comes to how they consume fighting games. In the past, fighting games were traditionally released in arcades first and would constantly have updates, sometimes yearly.

The consumer is probably used to just pumping in quarters, but they’re not used to being the operator where they have to pay for a completely new board or an upgrade – or a new arcade cabinet – so people can play them. 

When it comes to the industry, DLC roadmaps are a real thing, not just within the launch window of the game, but even two, three, or four years.

Take TEKKEN 7 for example. That was an eight-year-long game that lived for a very long time – much longer than anyone expected. Going across four seasons of updates, and new characters and new features for the game.

I feel like people have to come to expect that nowadays, whether they want to pay for it. That’s a completely separate thing. 

For me, I’m always happy to pay for more fighting and content just because I’m a fighting game fan. If the developers are making something new, and it’s something that I’m interested in, I will pay for it. 

It’s always been one of those “vote with your wallets” kind of thing. I don’t ever want to judge people on how they spend their money. That’s their prerogative; if they want to be able to support something or if they want to be able to experience something on their own, that’s totally on them.

Sure, I’d love for everything to be free, but that’s not realistic. But again, for a lot of the developers, I feel like they have probably one of the toughest jobs out there. They have to completely sell hardcore fans; they have to make sure they sell their game. 

You know, they’re going up against some titles that come out on an annual basis that sell millions and millions of copies. With fighting games, we’ll be lucky to break a million when it comes to selling a title. So again, I think it’s tough. 

There are only a few titles that are out there that consistently and consistently sell tens of millions: There’s the Smash Bros. games, there’s some Mortal Kombat games. 

For Street Fighter 6, they recently announced they sold three million copies. TEKKEN 8, within the second month, they announced they shipped two million copies. Those are huge milestones. 

But if you compare it to like an Elden Ring or Call of Duty, that’s just another day at the office for them. 

I really hope the best for the industry for fighting games, and I really want these developers to be able to succeed on a level where we can bring in more people.

Gamers Heroes: One thing I like about it too is that it gets momentum to seeing these reveal trailers. Obviously, Smash Bros. set the gold standard.

MarkMan: That Cloud reveal trailer was good! Yeah, I know what you mean. And like, I’m also happy to support them. And I like how it just keeps the conversation going. 

DC, NetherRealm, and Warner Brothers do a good job of showcasing their DLC with Injustice 2 and the previous Mortal Kombat games.

I felt like they’ve always had a good way of releasing DLC that doesn’t only resonate with the fighting events, but also entertainment and media. 

They touch all – there were so many of the horror villains that you saw go past! They are good about nostalgia, like the Ninja Turtles in injustice 2.

Gamers Heroes: I just have one more question. I’m sure you’ve got some dream guest characters, or is there a Capcom vs SNK 3 you have always wanted to see?

MarkMan: I think everyone wants to see it! It was so polishedl I even love the personality of SNK vs. Capcom: SVC Chaos.

There are a bunch of guests characters and crossovers I’d love to see. 

You know, Harada-san is probably going to hate me for this. Initially, when they announced Street Fighter X TEKKEN, they also knew that there would eventually be a Bandai Namco version of it, TEKKEN X Street Fighter. 

We haven’t seen it yet, but I’m hoping to see that. I loved how they implemented Akuma into the TEKKEN 7. I’d love to see more Capcom characters in the TEKKEN style, or vice versa. 

In terms of guest characters… I don’t know! We’ve seen so many different guest characters that are out there already.

I would say like one of the earliest ones that really kind of like blew my mind was SoulCalibur II’s Link on the GameCube version. That was crazy! I would love to see more big ones like that. 

Gamers Heroes: Oh yeah, absolutely. Personally, I want to see Kazuma Kiryu in TEKKEN 8.

MarkMan: I’m a huge fan of the Like a Dragon series – I think the team at SEGA does a great job with the title. I played the past three games that they released – Yakuza: Like a Dragon and Infinite Wealth. I love them – I would love to see those characters show up in fighting games somehow.

Gamers Heroes: Is there anything else you want to add? 

MarkMan: It was just great talking to you. Thank you, Casey, for your time. 

EVO will return to Las Vegas from July 19-21, 2024. Want to see the action for yourself? Be sure to get your tickets on the official EVO website. One can also check out the EVO Events channel on YouTube, and stay up to date on the event via their @EVO Twitter/X channel.

Finally, fighting game fans can stay connected with MarkMan via Twitter/X and YouTube.

A very special thank you to MarkMan for his time and the FanimeCon staff for this interview opportunity!

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Top 5 Games We’re Excited for in June 2024 https://www.gamersheroes.com/features/top-5-games-were-excited-for-in-june-2024/ https://www.gamersheroes.com/features/top-5-games-were-excited-for-in-june-2024/#respond Fri, 31 May 2024 15:12:42 +0000 https://www.gamersheroes.com/?p=142694 With rising temps and school out for summer, what better way to beat the heat than with some nice, cool video games? See what games we’re excited for in June 2024 that will keep your consoles and PC happily humming. 

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With rising temps and school out for summer, what better way to beat the heat than with some nice, cool video games? See what games we’re excited for in June 2024 that will keep your consoles and PC happily humming. 

Oh, and we won’t make you click through five pages to look at the entire list.

Top 5 Games We’re Excited for in June 2024


Elden Ring: Shadow of the Erdtree

After winning the title of Game of the Year from The Game Awards, the world of FromSoftware and Bandai Namco’s Elden Ring is back with an all-new story in Elden Ring: Shadow of the Erdtree.

Not only are we excited to play around with this standalone expansion’s new weapons, equipment, weapon skills and magic, we’re also all too eager to explore the new story set in the Land of Shadow.

Described as FromSoftware’s “largest expansion to date,” we’re once again looking forward to getting lost in its interconnected world.

Elden Ring: Shadow of the Erdtree will come out for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC on June 20.

NeoSprint

After growing up with top-down racers like Sprint, R.C. Pro-Am, and Super Off Road, we’re all too eager to hit the track with the release of Headless Chicken Games and Atari’s NeoSprint.

Not only are we eager to bring our friends along with its eight-player action, there’s also a Campaign mode, Grand Prix, Obstacle Courses, and Time Trials that are just dying to keep us busy.

However, we’ve really got our sights set on NeoSprint’s track building and sharing functionality. With different biomes, multiple customization options, and the chance to share and rank tracks, we like how there will be an emphasis on user-generated content.

NeoSprint will come out for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC on June 27.

Super Monkey Ball Banana Rumble

There’s no monkeying around with the release of Ryu Ga Gotoku Studio and SEGA’s Super Monkey Ball Banana Rumble this month!

We grew up with the series on the Nintendo GameCube, and we’re especially looking forward to competing with others online and diving into co-op. There’s even a single-player Adventure Mode experience!

Super Monkey Ball Banana Rumble will come out for the Nintendo Switch on June 25.

Killer Klowns from Outer Space: The Game

As fans of the original horror classic, we are absolutely “dying” to experience Teravision Games and IllFonic’s asymmetrical Killer Klowns from Outer Space: The Game. Killer Klowns from Outer Space: The Game.

Staying true to the movie, this title pits the titular Killer Klowns and the citizens of Crescent Cove in a battle of survival across different tactical zones.

The end result? A unique approach to hide-and-seek gameplay that blends together customization, PvPvE, and dynamic objectives – the perfect tribute to the cult classic.

Killer Klowns from Outer Space: The Game will come out for the PlayStation 5, Xbox Series X|S, and PC on June 4.

Still Wakes the Deep

Players will be transported back to 1975 with The Chinese Room and Secret Mode new horror title Still Wakes the Deep.

As the offshore oil rig worker Caz McLeary, players will have to contend with a vicious storm, severed communication lines, and no exits. To make matters worse – there’s also some unknowable horros that lie in wait.

We are fans of The Chinese Room’s previous works like Amnesia: A Machine for Pigs, and this one has been described as “a symphony of action, trepidation, tender emotions, and awe.” Sounds good to us!

Still Wakes the Deep will come out for the PlayStation 5, Xbox Series X|S, and PC on June 18.

Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting

Featuring a resume that spans the worlds of anime, gaming, and Twitch streaming, Kira Buckland is a standout voice actor in the space today. During FanimeCon 2024, Gamers Heroes sat down with her to talk about her wide range of work, cats, and how she engages with her “cowmunity.”

Continue Reading Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting

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INTERVIEW: Midsummer Studios’ Jake Solomon and Grant Rodiek https://www.gamersheroes.com/features/interview-midsummer-studios-jake-solomon-and-grant-rodiek/ https://www.gamersheroes.com/features/interview-midsummer-studios-jake-solomon-and-grant-rodiek/#respond Fri, 31 May 2024 15:12:35 +0000 https://www.gamersheroes.com/?p=142732 Made up of a number of industry veterans, Midsummer Studios is planning to revitalize the Life Sim genre by empowering players to create and share meaningful stories through play. Gamers Heroes recently interviewed Midsummer Studios' CEO Jake Solomon and Executive Producer Grant Rodiek to learn more.

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Made up of a number of industry veterans, Midsummer Studios is planning to revitalize the Life Sim genre by empowering players to create and share meaningful stories through play.

Gamers Heroes recently interviewed Midsummer Studios’ CEO Jake Solomon and Executive Producer Grant Rodiek to learn more.

INTERVIEW: Midsummer Studios’ Jake Solomon and Grant Rodiek


Gamers Heroes: We are huge fans of Marvel’s Midnight Suns – our Editor-in-Chief even considers it “… the single best superhero video game ever made”! Jake Solomon and Will Miller have certainly got a magic touch when it comes to working on strategy games – what are some of the key learnings gathered while working on the strategy games at Firaxis?

Jake Solomon: Firaxis is a studio that shaped Jake, Will, and many of the developers who work at Midsummer. At Firaxis, the “fun” was always paramount when making a game.

We used lots of interconnected game systems to produce emergent, complex interactions that allowed players to be constantly surprised and delighted by the way their games took shape, each time different than the last.

We’re doing the same thing at Midsummer, though the game we’re making may seem very different on the surface, it really feels similar to some of the games we’ve made before.

Gamers Heroes: In Simon Parkin’s “My Perfect Console” podcast, Jake Solomon is quoted saying  “I can’t move too far away from what my experience is. I’m a creative director, but the truth is I’m actually a very in-the-weeds system designer.”

How is this detail-oriented approach to system design been applied to Midsummer?

Jake Solomon: System design is at the heart of our games. We want every player’s experience to be different every time they play, and we want our players to tell unique stories so that they have something to share with the world.

The only way to make a game endlessly interesting and replayable is through the emergent interactions of multiple game systems. We’re hard at work now at designing, implementing and iterating on those systems.

Gamers Heroes: Firaxis’ mission statement is to “build games that stand the test of time.” How are you looking to apply these same principles to Midsummer?

Jake Solomon: I think every studio probably aspires to make games that will remain relevant, playable and influential for years to come. At this point, our focus is much narrower, to be honest. We need to take the baby step of actually making our first game.

Gamers Heroes: Grant Rodiek is most certainly a major talent, and his work on The Sims series has addicted millions of fans the world over – including my wife! What are some of the insights from these previous titles you’re looking to implement into your new project at Midsummer?

Grant Rodiek: It is so important to create accessible, yet deep systems that really impact the game and a player’s choices. You never want to add complexity to a system for the sake of it. As Sid Meier always says, “who is actually having fun here?”

It is also critical to create systems that focus on strong relationships and characters who exhibit interesting behavior. Otherwise, your simulation won’t tell interesting stories.

Gamers Heroes: One of the projects Grant Rodiek was working on before his departure was Project Rene, which was designed to “coexist with other Sims games,” rather than replace them. How would you say this principle applies to Midsummer’s Life Sim?

Grant Rodiek: I think that is a little apples to oranges, in that that answer was specific to The Sims franchise focused on creating a game that is first, second, and thirdly about players creating and telling amazing stories. That focus is how we will stand out in an increasingly crowded space AND give life sim fans a reason to give Midsummer’s game a look.   

Gamers Heroes: The Life Sim landscape has changed considerably since The Sims came out in 2000; with runaway hits like Animal Crossing: New Horizons and Stardew Valley disrupting the industry. What are some of the key insights you have gathered since the turn of the century?

Grant Rodiek: Players want guidance on how to tell better stories. A lot of players have an idea in their head, but don’t quite know how to pull it off. Which makes sense, not everyone is a writer!  The sandbox or creative mode is amazing…once players know how the game works. But there is a massive opportunity to bring folks along by giving them great stories to tell and experience.

Gamers Heroes: The gaming landscape is changing from AAAA titles (Ubisoft’s term) to more AA and indie darlings. What is the scope of your upcoming project?

Jake Solomon: We’re currently targeting an Early Access release, so that probably puts us squarely in the AA space.

Gamers Heroes: Shanti Bergel, Founding Partner at Transcend, said they “have an abiding respect for how hard it is to deliver the alchemy of community, systems design, gameplay, and user generated content necessary to do so.” The latter point about UGC is especially important in today’s landscape, with titles like LittleBigPlanet 3 having their servers shut down. How are you looking to engage the community throughout the launch process and beyond?

Jake Solomon: A game like this can’t have any sustained success without community. We intend to involve our potential audience before we ever ship, because we need to work with them to ensure they have the game they want and the tools they need to tell the best stories.

Gamers Heroes: We are very intrigued by the storytelling tools discussed in the original press release email. X-COM was very much focused on combat-centric stories, where a favorite character narrowly avoided death or survived. How are you looking to make stories more impactful than life/death situations?

Jake Solomon: Stories are as impactful as the player’s level of investment in the characters. If our players begin to care deeply about the characters in their town, because the player has helped shape the events of their lives (good and bad), then the player will feel those characters victories and defeats just as keenly as any combat mission.

All those interested can learn more via the official Midsummer Studios website and can follow the studio on Twitter/X.

Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting

Featuring a resume that spans the worlds of anime, gaming, and Twitch streaming, Kira Buckland is a standout voice actor in the space today. During FanimeCon 2024, Gamers Heroes sat down with her to talk about her wide range of work, cats, and how she engages with her “cowmunity.”

Continue Reading Kira Buckland Interview: The Voice of JoJo’s Bizarre Adventure’s Jolyne Cujoh Shares Her Thoughts on Voice Acting

The post INTERVIEW: Midsummer Studios’ Jake Solomon and Grant Rodiek appeared first on GamersHeroes.

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Top 5 Games We’re Excited for in May 2024 https://www.gamersheroes.com/features/top-5-games-were-excited-for-in-may-2024/ https://www.gamersheroes.com/features/top-5-games-were-excited-for-in-may-2024/#respond Wed, 01 May 2024 01:22:22 +0000 https://www.gamersheroes.com/?p=141836 2024 has been a strong year for games, and this May looks to continue the trend. On that note, here are the top 5 games we're excited for in May 2024. Oh, and we won’t make you click through five pages to look at the entire list.

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2024 has been a strong year for games, and this May looks to continue the trend. On that note, here are the top 5 games we’re excited for in May 2024. Oh, and we won’t make you click through five pages to look at the entire list.

Top 5 Games We’re Excited for in May 2024


Senua’s Saga: Hellblade II


Ninja Theory and Xbox Game Studios’ Senua’s Saga: Hellbalde II is set to throw players into a brutal journey once more when it launches this month.

Set in a brutal Viking Iceland, players will once again follow the story of Senua as they set out to overcoming darkness both within and without.  

Much like what drew us to the original release, we are looking forward to truly immersing itself in its world – between its detailed visuals and excellent sound work, this will truly be an audiovisual treat.

Senua’s Saga: Hellblade II will come out for the Xbox Series X|S and PC on May 21, 2024.

Paper Mario: The Thousand-Year Door


Developer Intelligent Systems and Publisher by Nintendo are bringing the classic GameCube RPG Paper Mario: The Thousand-Year Door to the Nintendo Switch this May. 

Players will still set a course as the infamous Mario as they set out to learn about the Crustal Stars and open the titular Thousand-Year Door.

We loved the original release to death, but we’re especially looking forward to seeing the glow-up done to the redone graphics and animations. If there’s a title that deserves this treatment, it’s Paper Mario and its “flat” world!

Paper Mario: The Thousand-Year Door will come out for the Nintendo Switch on May 23, 2024. 

MultiVersus


The world of Player First Games and WB Games’ MultiVersus will be back and better than ever with the re-launch of MultiVersus.

We’re suckers for platform fighters like Super Smash Bros. Ultimate and Slap City; doubly so with Warner Bros. properties like Game of Thrones and Adventure Time.

We especially like the graphical updates and character updates via the use of Unreal Engine 5, along with its new PvE mode.

MultiVersus will come out for PC and consoles on May 28, 2024.

Homeworld 3


Blackbird Interactive and Gearbox Software’s Homeworld 3 is set to continue the series’ rich legacy, letting players assume control and battle on a galactic scale.

Not only will players have complete strategic freedom, they’ll be able to do so on a massive scale. The story of the series has won multiple game of the year awards, and Homeworld 3 looks to pen a new chapter.

In particular, we’re looking forward to bringing a friend along for its co-op that combines the signature real-time strategy gameplay of the series with a more roguelike structure.

Homeworld 3 will come out for the PC on May 13, 2024.

Indika


Odd Meter and 11 bit Studios will transport players to an alternate Russia with their truly unique title Indika.

As players join the titular young nun Indika on her journey of self-discovery, players will be transported to an alternative late XIX century Russia. However, there’s a twist; religious visions clash with harsh reality with the devil as one’s companion.

Not only are we drawn to this truly unique concept, we’re also excited to see the distortion play out in this third-person adventure.

Indika will come out for the PC on May 11, 2024.

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Mecha BREAK Closed Beta Impressions https://www.gamersheroes.com/features/mecha-break-closed-beta-impressions/ https://www.gamersheroes.com/features/mecha-break-closed-beta-impressions/#respond Wed, 01 May 2024 01:22:19 +0000 https://www.gamersheroes.com/?p=142201 Lightning-fast speed and larger-than-life mechs were the name of the game during the recent Second Closed Beta Test for Amazing Seasun’s Mecha BREAK - see what’s to come with our impressions during this period.

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Lightning-fast speed and larger-than-life mechs were the name of the game during the recent Second Closed Beta Test for Amazing Seasun’s Mecha BREAK – see what’s to come with our impressions during this period.

Taking control of a mech known as a Striker, players will have a wealth of options at their disposal in Mecha BREAK. Want to pick an all-round Striker? The Alysnes is the one for you. More of a heavy brawler? It might be best to suit up with the Welkin. 

There’s a healthy amount of variety to choose from, and each of the choosable Strikers during this Closed Beta period packs some pep to their step. 

If anything, this comes into play with the amount of boosting and dodging players will have at their disposal. Players can whip out a shield and parry at just the right time, sure. However, the real fun of battle comes from outmaneuvering one’s opponent.

On that note, players will be dashing a fair amount in Mecha BREAK; we ended up zooming from one part to the next as we lent assists and captured nodes. 

There are options for both close-range and long-range combat, with weapons available on a cooldown before reloading. We liked how this encouraged more thoughtful play, although we wished there were a bit more resources to utilize.

While we were unable to try out the Mashmak mode due to an insufficient amount of players, we do look forward to seeing all of this action play out on a bigger scale with the full release – or even a potential Open Beta period.

With a number of Strikers to choose from and a massive playground to enjoy, we’re looking forward to seeing what the full release of Mecha BREAK has in store.

Mecha BREAK – Official Closed Beta Trailer


Players can follow Amazing Seasun on Twitter/X, Instagram, and Facebook social media channels, on top of the official Mecha BREAK website. Players can also wishlist Mecha BREAK through the official Steam page for the game.

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The 5 Games We Need from the 2024 IGN ID@Xbox Showcase https://www.gamersheroes.com/features/the-5-games-we-need-from-the-2024-ign-idxbox-showcase/ https://www.gamersheroes.com/features/the-5-games-we-need-from-the-2024-ign-idxbox-showcase/#respond Tue, 30 Apr 2024 00:57:43 +0000 https://www.gamersheroes.com/?p=142216 After our own heart, ID@Xbox 2024 (Independent Developers @ Xbox) has been on a mission to help players find their next indie game.

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After our own heart, ID@Xbox 2024 (Independent Developers @ Xbox) has been on a mission to help players find their next indie game.

The team behind the ID@Xbox initiative recently partnered with IGN for the 2024 IGN ID@Xbox Showcase. See the 5 games we need with our coverage – no multi-page clickthrough required.

The 5 Games We Can’t Wait to Play from the 2024 IGN ID@Xbox Showcase


Stampede: Racing Royale

Sumo Leamington and Secret Mode’s Stampede: Racing Royale ramps up the kart formula by turning it into a 60-player battle royale. 

Taking cues from other racers, players can use weird and wonderful items to stay ahead of the pack, and can customize to their heart’s content.


It’s the strong pedigree that we’re drawn to as well – we loved Sonic & All-Star Racing Transformed and Hotshot Racing, and this looks to continue the trend.

Keylocker

Inspired by the Mario&Luigi RPG series and Chrono Trigger, Moonata and Serenity Forge’s Keylocker combines the rhythm genre with the RPG one.

As singer and songwriter B0B0, players will be able to choose their path as a cyberpunk rebel as they channel electricity to their doing.

We’re suckers for rhythm games, and we love how Keylocker puts a spin on the genre with its engaging turn-based combat.

Jackbox Naughty Pack

The Jackbox series gets M-rated (Mature 17+) with the release of the Jackbox Naughty Pack.

Featuring an “intimate” pack of three games, we’re looking forward to seeing this Cards Against Humanity foil to the typical Apples to Apples action – just don’t tell mom.

The title will release in 2024.

Times & Galaxy

Copychaser Games and Fellow Traveller will send players off on an interplantery adventure with Times & Galaxy.

Stepping into the shoes of a robo reporter, players will get the scoop and earn the trust of more than 100 different characters. We can’t wait to build a story of our own – players can get a jump on things with the Steam demo that is now available.

Lost Records: Bloom & Rage

DON’T NOD’s latest title is the narrative adventure game Lost Records: Bloom & Rage.

Players will follow the story of quirky introvert Swann in the summer of ‘95. What makes things unique is its setting, with the sights and sounds of Velvet Cove captured by Swann’s camcorder.

Source: Press Release

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It’s Time We Admit The PS5 DualSense Controller Is Utter Garbage https://www.gamersheroes.com/game-articles/its-time-we-admit-the-ps5-dualsense-controller-is-utter-garbage/ https://www.gamersheroes.com/game-articles/its-time-we-admit-the-ps5-dualsense-controller-is-utter-garbage/#respond Sat, 20 Apr 2024 16:48:32 +0000 https://www.gamersheroes.com/?p=141940 The PlayStation 5 DualSense controller is, in my opinion, the worst first-party controller released since PlayStation's conception.

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I’m a PlayStation guy. I’ve owned every major PlayStation console since the original PlayStation, and I was the first person in the UK to pre-order the PlayStation 4, being invited to the launch event as a VIP as a result.

I’m a fan.

We have approximately 1,177 game reviews on Gamers Heroes, 419 of those have been across the PlayStation platforms; the vast majority console share by a long way.

Why am I telling you this? Because I’ve been using PlayStation controllers for nearly 30 years. I’ve used everything from the stock options that come with buying each console to flashy iterations like the OG crystal and the more recent Starlight Blue.

I have thousands of hours using these products, across generations of consoles, and I can say without a doubt, this generation of controllers manages to be the worst the PlayStation consoles have ever seen.

An image of one of the special Crystal controller designs for the original PlayStation console

This is a conversation I’ve suffered through on X numerous times. Well, conversation is putting it nicely. As with most discussions on that platform, it quickly turns to toxic tribalism and one that sees consumers attacking other consumers through some twisted loyalty to a plastic brand.

So what’s the actual problem?

PS5 Controller Stick Drift & Shoulder Buttons

I am currently on my 6th, 7th, or maybe 8th DualSense controller. I’m not being hyperbolic, I stopped counting after having to replace my 4th, and I’m unsure how many I’ve had since then.

The vast majority have been purchased locally. Due to my work here at Gamers Heroes, if one of the tools I need to make a living begins to show fault, I typically replace it within a couple of days. All of these have been the base PlayStation 5 DualSense controller bar one.

An image showing a person holding the PlayStation 5 DualSense Startlight Blue, an alternative controller design for the PlayStation 5

My most recent purchase was March 2022, when I purchased the DualSense Starlight Blue Wireless Controller from Amazon. As of sometime last month, this controller has now begun to show issues with “stick drift.” This has easily been the most reliable, lasting twice as long as the others.

I’m still not happy with a shelf life of two years, but that’s primarily due to previous Sony console controllers lasting almost the lifespan of the console itself. It’s the high quality expectations Sony had in place for years, that makes this generation so disappointing.

An image showing several controllers, mainly Xbox One control pads, broken, smashed, and ripped to pieces
A Reddit User shares a find of broken controllers

The majority of my other controllers last six to twelve months.

I have had two identical issues with every PS5 DualSense controller I have purchased; faulty shoulder buttons and stick drift.

If you want to understand the causes of stick drift and the impact it has, iFixit did a fantastic video on the launch controller. It discusses all the issues relating to the DualSense and other controllers designed in the same way. They estimate that the analog sticks for the PS5 controller have an operating life of around 400 hours.

This is an old video is based on the original controllers that launched alongside the PlayStation 5, but echos the experience I’ve had with every PlayStation 5 controller I’ve purchased, except for the Starlight version.

If it’s not one of the analog sticks, the R2 button. It gets jammed momentarily or doesn’t recognize a button press at all, or feels sticky with some sort of resistance (not talking about haptic). It makes sense as, typically, it’s one of the more used buttons, but it doesn’t make it any less frustrating.

Opinions From Around The Web
PS5 DualSense Is Garbage
PS5 Controllers Break Ridiculously Easy
Drifting On The PS5 Controller

This is NOT Consumer Fault

An image showing the upgraded PlayStation 5 Dualsense Edge Controller
The $199 upgraded DualSense Edge. Why even risk it?

This is the go-to defense for every X debate on this topic. Not from the manufacturer or the designer, but from other users who are utterly convinced the problem doesn’t exist because they’ve never experienced it themselves. The logic is unquestionable.

I have worked here at Gamers Heroes since its creation in 2010. I am unable to do my job without a PC, a console, and the required gadgets. Controllers are tools of my trade. I treat them as any other tradies treat their most valuable work tools.

They are rarely, if ever, dropped. They are stored safely. Charged and cleaned regularly.

This narrative that those suffering with poor quality controllers are simply mistreating them, is entirely false.

There is plenty of evidence to support a poorly constructed product. A class action lawsuit was filed against Sony by disgruntled players suffering from poor product quality in February of 2021.

This was later dismissed by Turner and its clients, with prejudice, but Sony agreed “to provide a valuable accommodation” in return.

This is a Google Trends graph that shows the increasing popularity of the search term “PS5 Stick Drift” since the PlayStation 5’s launch in November of 2020.

If this was purely a consumer issue, Cheetos covered fingers and Olympic style hurtling of the product, this would be a relatively consistent but flat lined search result, increasing slowly alongside volume sold.

An image showing someone with Cheetos cheese all over their fingers. This is often used as an argument against gamers that complain about product quality, citing "cheeto fingers" as evidence people do not look after their products

According to Statista, Sony sold 7.8 million PlayStation 5 consoles in 2020, 11.5 million in 2021, and 19.1 million in 2022. A report by CenturyLink suggests that 25% of Americans play games for 3–7 hours per week, 25% for 8–12 hours, and 25% 13 hours or more.

On the low end, the 25% that play 3–7 hours a week, average that out at 5, around 260 hours a year. Based on iFixit’s findings of the average controller having around 400 hours of life expectancy, another 30 weeks at 5 hours a day brings it to about that window.

An image showing a family of four having fun, playing video-games together. Used to depict the casual gaming audience in a positive light
If they were playing the Switch, at least one of those children would be crying – Dad, Mario Kart Champion.

That’s around 82 weeks, just over 18 months. And that’s for casual players. During busy windows, I can easily work 18-hour days, with maybe 4–5 hours of that dedicated to writing.

Combine these statistics and that’s 50% of players will outlive the 400 hours life expectancy within 51 weeks.

For people that game 10+ hours a day, you’re barely looking at 9 months of shelf life on a $69.99/£59.99 peripheral.

Other Controllers Stand The Test Of Time

An image of the Astro C40 Controller and its carry case
The beautiful but now defunct PlayStation 4 controller of choice

I have a Switch Pro Controller that I purchased at launch. Unlike my PlayStation 5 hardware, this has been objected to regular interactions with my feral-like children.

It has been dropped, thrown, spilled on, chewed, dribbled over, and it still goes days on end without needing a charge and still performs flawlessly. Stark contrast to the measly 6 hours of battery life on the PS5 DualSense.

My Xbox Series X controller, which has remained untouched by my lovely offspring, has admittedly not seen as much use, but has survived years.

My AstroC40, easily my favorite controller of all time and a bloody sham it’s not supported on PS5, was purchased in 2019, and no issues.

Summary

So what’s the point of all this? It’s okay to love PlayStation and be excited about everything it does, but we don’t need to mindlessly defend its shortcomings. Consumers should be championing consumers, not corporations.

This is a real consumer issue. A $69.99 product with subpar materials. Pretending this doesn’t exist doesn’t make it so. The PlayStation 5 DualSense controller is, in my opinion, the worst first-party controller released since PlayStation’s conception.

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Read Only Memories: NEURODIVER Preview https://www.gamersheroes.com/features/read-only-memories-neurodiver-preview/ https://www.gamersheroes.com/features/read-only-memories-neurodiver-preview/#respond Thu, 18 Apr 2024 14:27:59 +0000 https://www.gamersheroes.com/?p=141841 Neo-SF, El Nuevo Cerrito, and other futuristic Bay Area landmarks await with the release of MidBoss and Chorus Worldwide's Read Only Memories: NEURODIVER. Should players begin the hunt for the Golden Butterfly, or should this “Psychic Therapist” sit this one out?

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Neo-SF, El Nuevo Cerrito, and other futuristic Bay Area landmarks await with the release of MidBoss and Chorus Worldwide’s Read Only Memories: NEURODIVER. Should players begin the hunt for the Golden Butterfly, or should this “Psychic Therapist” sit this one out?

Read Only Memories: NEURODIVER Review


The protagonist of this story, Luna Cruz de la Vega, is making a name for herself as Esper-8801. Going by ES88, this title is more than just for show; her psychic mind-reading abilities make her a shining member of the MINERVA academy. 

With a squid-like neurodiver as her side, she is able to read and repair the memories of those she comes in contact with. 

Sounds pretty handy, right? 

While previous mind tricks dealt with missing passwords and rogue raccoons, Read Only Memories: NEURODIVER has got her dealing with a new case: Hunting down the Rogue Esper the Golden Butterfly.

What follows is a game of cat and mouse through a cybernetic city. Players will come across wild personas during this time, running the gamut from private investigators to hybrid creatures, brain breaking to bad Halloween pranks. 

There’s plenty of life to be had, with the anime-inspired aesthetics and detailed sprite work truly immersing players in its world. Characters are full of life, with even robotic assistants like L.U.C.Y. possessing some pep to their step.

The excellent voice-over talent seals the deal as well. The title is fully voiced and presented like a serialized anime, with ES88’s lively personality in particular truly shining through.

Gameplay in Read Only Memories: NEURODIVER follows the point-and-click style of play, with players interacting with different elements in its world. Some provide some simple flavor text, while others need to be interacted with multiple times.

However, there’s no denying that there is a fantastic amount of worldbuilding to be had. Put simply, the world of Read Only Memories: NEURODIVER is easy to get lost in. When paired with the fragments that players can find, it really drives its story home.

Our time with Read Only Memories: NEURODIVER truly immersed us in its “psy-fi” adventure. We can’t wait to see what the future holds for psychic detective ES88 when the full release hits Neo-SF next month.

Read Only Memories: NEURODIVER

Previewed On: PC (A digital code was provided)
Release Date: May 16, 2024
MSRP: $14.99 / €14.79 / £12.79
Platforms: PlayStation 5, Xbox, Nintendo Switch, PC
Developer: MidBoss
Publisher: Chorus Worldwide

Review Policy | Scoring Policy | Meet The Reviewer

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