Video game – Nikke 2 http://nikke2.net/ Fri, 11 Jun 2021 14:29:43 +0000 en-US hourly 1 https://wordpress.org/?v=5.7.2 https://nikke2.net/wp-content/uploads/2021/05/cropped-icon-32x32.png Video game – Nikke 2 http://nikke2.net/ 32 32 Video game company Krafton to launch $ 5 billion plus IPO next week https://nikke2.net/2021/06/11/video-game-company-krafton-to-launch-5-billion-plus-ipo-next-week/ https://nikke2.net/2021/06/11/video-game-company-krafton-to-launch-5-billion-plus-ipo-next-week/#respond Fri, 11 Jun 2021 12:21:00 +0000 https://nikke2.net/2021/06/11/video-game-company-krafton-to-launch-5-billion-plus-ipo-next-week/

HONG KONG / SEOUL (Reuters) – Krafton, the company behind the hit video game PlayerUnknown’s Battlegrounds (PUBG), will launch its IPO early next week in what may be Korea’s largest listing South in 11 years, people familiar with the matter said.

The Tencent-backed company aims to raise at least US $ 5 billion in the initial public offering (IPO) by selling 20% ​​of its shares, one said after the Korea Stock Exchange announced that Krafton had obtained preliminary approval for his planned listing.

Official filings to launch the IPO will be made early next week, three people who did not want to be identified because they were authorized to speak to the media told Reuters.

South Korea is experiencing its hottest IPO market on record, and analysts expect at least 20 trillion won ($ 18.4 billion) to be raised in 2021, which would be about four times higher than 2020 levels.

Krafton would be valued at around $ 25 billion based on his current plans, although the final size of the IPO may increase, another person added.

In a statement, Krafton said he could not comment on the details of the IPO before filing a regulatory filing.

At over US $ 5 billion, Krafton would become the largest IPO in South Korea since Samsung Life Insurance’s 2010 float of 4.9 trillion won (US $ 4.4 billion), according to data. ‘exchange.

The price at which the shares will be offered, and therefore the value of Krafton, will be decided once the process is finalized which in the South Korean system can take several weeks.

Battery maker LG Energy Solution said on Tuesday it had sought preliminary approval for a local IPO that could bring in $ 10 billion to $ 12 billion.

(Reporting by Scott Murdoch in Hong Kong and Heekyong Yang in Seoul; Editing by Alex Richardson, Anshuman Daga and Alexander Smith)

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Tribeca tries to prove video games are the future of film festivals https://nikke2.net/2021/06/10/tribeca-tries-to-prove-video-games-are-the-future-of-film-festivals/ https://nikke2.net/2021/06/10/tribeca-tries-to-prove-video-games-are-the-future-of-film-festivals/#respond Thu, 10 Jun 2021 20:19:46 +0000 https://nikke2.net/2021/06/10/tribeca-tries-to-prove-video-games-are-the-future-of-film-festivals/

The inaugural edition of Tribeca Games attempts to create a film festival-worthy buzz around a roster of upcoming video games.

In 2011, the Tribeca Film Festival’s unprecedented decision to include a video game in the Official Selection may have appeared to be nothing more than a glorified cross-promotion between a for-profit festival and an elite publisher. with a new, very expensive blockbuster. to sell. A detective mystery in the tradition of classic films like “The Maltese Falcon” and “The Big Sleep,” Rockstar Games’ “LA Noire” certainly seemed like a natural way to bridge the gap between two different mediums who have been on a trajectory of collision for a long time – according to Rockstar’s Dan Houser, Tribeca felt it was “something new and different that fans of cinematic storytelling would appeal to” – but the choice also reflected the patronizing idea that video games should aspire to be interactive movies.

In the years that followed, however, it gradually became apparent that Tribeca had a broader view of the role video games can play in the arts. Subsequent events became starier and more frequent, and while many of them continued to feature photorealistic AAA titles like Kojima Hideo’s “God of War” and “Death Stranding”, others highlighted independent titles and have focused on the unique elements of interactive storytelling. For each panel on how “Sleeping Beauty” influenced “The Banner Saga”, there was one more on the design of “Firewatch” or the virtual spaces of “The Stanley Parable”.

By 2017, games had become such a pronounced aspect of the Tribeca experience that a mini side event – the Tribeca Games Festival – was created to contain them all. The move sent mixed signals. On the one hand, it made Tribeca the only film festival of its stature to reserve dedicated space for gaming (Sundance, SXSW and other such stalwarts tend to draw the line of VR and multimedia installations). On the other hand, he kept video games away from films in such a way as to isolate their audiences from one another and alter the dialogue between them. It was like a secret area hidden inside the Tribeca device – one that hardcore gamers might know about, but casual types would be free to ignore.

This year, that changes. For the first time in Tribeca’s 20-year history, the festival’s official selections include a full roster of games, with hands-on virtual demos for each one and a jury prize to be decided by a range of heavy hitters. on both sides of the fence (the inaugural panel includes Elijah Wood, Neill Blomkamp, ​​creator of “Into the Mother Lands” Tanya DePass, artistic director of “Hades” Jen Zee and former COO of Nintendo of America Reggie Son-Aime).

The radical change began when Tribeca Games announced last fall a new advisory board made up of Nia DaCosta, Jon Favreau and gaming luminaries like Kiki Wolfkill and Kojima himself. Now, Tribeca is dropping “Film” by its title and rebranding itself as Tribeca Festival in the future, as the 2021 edition of Manhattan’s annual mega-event prepares to officially take a new top-down approach that emphasizes how episodes, immersion, storytelling and video games coexist with cinema rather than just following in its footsteps.

“Lost to chance”

While films are still Tribeca’s main event, the new focus on games is consistent with the festival’s long-term investment in games as a central part of the cultural conversation, and not just one. lateral bar. “It was a natural development,” said Casey Baltes, vice president of Tribeca Games, which has been a key figure at the festival for more than a decade. “When we programmed ‘LA Noire’ in 2011, we really wanted to demonstrate that games are a powerful way to tell stories, and over the years we’ve been able to show that through special events. But our mission is to explore intersectionality – the blurring of lines rather than the separation between mediums. So I think the way we bring the games to the official selection and let them sit next to the movies is unique. “

Baltes said the scheduling process was reminiscent of the film lineup’s assembly routine, although she was more proactive about it this time around. “We had open bids,” she said. “This being the first year, I also wanted to do some outreach just to eliminate the design of what people should submit based on the games we’ve featured in the past. We wanted them to submit based on their interpretation of what storytelling means for video games.

the eight titles that the Baltic team Selected from around 60 participants reflect a striking variety of responses to this prompt, and range from lavish games from major publishers (such as the gothic fairy-tale-inspired action-adventure “Lost in Random”, which is published by Electronic Arts ) to the unique indies of companies that have just made their mark (like the post-apocalyptic puzzle “Signalis” from Humble Games). “The Big Con” is a colorful lo-fi 90s throwback to a cartoon girl trying to save her family’s video store, while the claustrophobic “Twelve Minutes” features the voices of Willem Dafoe, James McAvoy and Daisy Ridley in a Time Loop Story of a Man Stuck in a Violent Home Invasion. Some of the games rely on movie stars and realistic graphics while others (like Shedworks’ gobsmacking, Ghibli-esque desert explorer “Sable”) rely on more generative and ambient forms of world building, but by experiencing them side by side with each one. other – let alone in the context of the other sections of the festival – leaves the visceral impression of an art form developing in several directions at once.

As in a film festival, Baltes pointed out that the lineup showcases talent established alongside creators for the first time, in the hopes that the wide variety of games would reflect the wide variety of people who play them. “Just as the movie audience is diverse in terms of what they would like to see in a movie, so the gaming audience is diverse in terms of the games they would gravitate towards,” she said.

While there is no in-person component to the Tribeca Games in 2021, the phenomenon of COVID-era virtual festivals has opened up a natural opportunity for games to occupy the same space. Those interested in getting their hands on these games can do so by downloading the Parsec app and booking free demo slots for each of the eight titles through the Tribeca website (or at least they could, before most. limited slots are occupied).

The experience isn’t without hiccups – the demos require a ton of bandwidth, some can only be played with a controller plugged into your Mac or PC, and my experience with “The Big Con” ended after that. just seconds when a message popped up that ‘the host is doing something else right now’ – but each of these cleverly self-contained slices of play is structured in such a way that it highlights the storytelling mechanics at work, but never looks like to simple advertisements for the upcoming product.

The art of it all comes first, which is a very different experience than you might get on a booth at E3. Even while playing these games alone at home, you can hear them talking to you, and also to each other. It’s the kind of serious, open-minded dialogue that makes film festivals so vibrant, and hopefully will continue in the physical world when the new incarnation of Tribeca Games hits 3D next year.

As far as Baltes is concerned, this will be the ultimate measure of success. “As a player, I hope people feel seen and validated,” she said. “I hope they’re so excited about what they’re playing that they’re ready and eager to casually talk about it at a table with friends like they would with a movie they saw at the festival. “

The 2021 Tribeca Festival runs from June 9 to 20.

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Book Club: Hit Reset: Ruin and Recovery in the Video Game Industry https://nikke2.net/2021/06/10/book-club-hit-reset-ruin-and-recovery-in-the-video-game-industry/ https://nikke2.net/2021/06/10/book-club-hit-reset-ruin-and-recovery-in-the-video-game-industry/#respond Thu, 10 Jun 2021 06:35:27 +0000 https://nikke2.net/2021/06/10/book-club-hit-reset-ruin-and-recovery-in-the-video-game-industry/ Journalist Jason Schreier’s latest book is an essential look at the pitfalls of corporate interference, incompetence and outright greed within the video game industry.

Book Club is where we review books about the video game industry and its creators, offering our impressions and ideas regarding the writing inside. Both critical and thoughtful, the Book Club is a great way to find something new to read about all of our favorite hobbies.

Order a copy of Tap Reset here.

  • Written by Jason Schreier
  • Editor: Grand Central Editions (May 11, 2021)
  • Length: 320 pages
  • ISBN-10 1538735490

I want to avoid hyperbole when I type this, but I don’t think I’m being too dramatic in saying that Jason Schreier’s latest work, Hit reset: ruin and recovery in the video game industry, is one of the most important books on the video game industry published in recent years. Tap Reset is a look at the closures of several notable video game development studios in recent times. From Dead Space dev Visceral to the brains of BioShock Irrational, there have been plenty of notable formwork from development houses that fans will no doubt have been curious about. As Schreier delves into the “why” behind what prompted them to close, he uncovers not only the logistics of their stories, but also the brutal system of inefficiency and greed that is to blame.

The system in question shocks as much by its ineptitude as by its rapacity. As Schreier reveals, an entire studio can be wiped out in the blink of an eye if a single “celebrity” developer decides to leave, as was the case with Ken Levine and Irrational. Studios can also scrupulously follow the design mandates of business leaders, mandates that sometimes don’t make sense and remain closed. That was the situation for Mythic when its mobile Dungeon Keeper rejuvenation encountered animosity and low sales – the design choices even castigated by the masses were the ones EA insisted on being in the game. Equally devastating are the cases. where a management without supervisors, like 38 Studios, becomes a victim of inexperience and recklessness. Stories in Tap Reset are fascinating to read but also frustrating at the same time. As Schreir demonstrates, an overwhelming number of jobs in the industry exist in a perpetual state of flux and instability. It would be more understandable if the industry itself existed in a similar state, but with billions in profits and corporate executives raking in lucrative salaries and bonuses, it doesn’t.

Journalist Jason Schreier

Tap Reset shamelessly communicates how the endless series of layoffs and studio closings is more a construct of overzealous accountants appeasing shareholders than anything else. Mix up just enough developer bodies and suddenly the company’s quarterly growth seems more exponential – these bodies and their livelihoods are in hell. In addition, studios operating under the tutelage of companies like EA or 2K are at the mercy of administrative surveillance. A feature or mechanism will frequently be thrown out the window or changed if it is felt that it will not generate enough profit (as is particularly the case with mobile game development).

As an investigative writing, Tap Reset is something fans and consumers alike should really take the time to read if they aren’t familiar with the inner workings of game development. The studios represented in Tap Reset are not necessarily a holistic representation of the industry as a whole, but they nevertheless illustrate fairly common situations. Problems like the crunch, which is also highlighted in Tap Reset, go hand in hand with some of the other systemic issues that the book highlights that also need to be addressed by the industry as a whole. In fairness, companies that own IPs and studios certainly have the right to manage as they see fit, but the situation for so many developers and studios is so clearly unfair and volatile that books like Tap Reset are integral to making these entities (hopefully) more accountable for questionable management decisions.

Tap Reset is an airy reading; it only took a few days for me to get through it thanks to Schreier’s fluid prose and affable wit. I sometimes felt the book could be a bit redundant, repeating points sometimes more than necessary. Even though the goal was to refresh the reader’s memory, some passages (no matter how small) have become unnecessary retreads. I also felt that the handful of references to Donald Trump were shocking and did not seem to serve any purpose in the context of the narrative. At one point, a developer would have spent time worrying about what Trump was tweeting and I was lost trying to determine the relevance of reporting it. If it was a moment of relativity or just being funny, it fell completely flat.

Screenshot of dead space extraction

I was equally confused by Schreier’s writings on Curt Schilling. The former MLB pitcher was the founder of the now defunct 38 Studios. As Schreier began to wrap up the section of the book that dealt with the fate of 38 Studios, he wandered off into comments about Schilling’s political leanings, a topic that had no discernible connection to the story conveyed in Tap on Reset. Public information about the closure of this development house is also devoid of any connection to Schilling’s policy, so their inclusion here seemed out of place. Perhaps this was another time when Schreier expected some sort of uplift or conscious reaction from the reader, but I was once again stumped. Politics has certainly occupied a preponderant place in the national discourse, but their intervention, however modest, in Tap Reset did not work.

As Schreier wraps Tap Reset, one subject he tackles admirably is unionization. There have been a growing number of voices from experts and members of the development community calling for unionization as an attempt to secure fair wages and tackle the violent cycle of studio closures. Schreier admits he doesn’t know if it’s the solution to the problem, but it is certainly a possible a. I think it’s admirable when a writer is able to be honest about his ideas and not be one hundred percent sure if he’s right or wrong. Honestly, I don’t know where I stand in regards to unionization in the video game industry, but Tap Reset has made it clear that there are forces inside that do not want to see such an arrangement come to fruition. What that ultimately means is a topic I’d like to see explored further, and I would argue that Shreier is the only one doing that.

Tap Reset is the kind of investigative journalism the industry needs the most. After so many decades of stellar profits and major breakthroughs in becoming a supposedly legitimate part of entertainment and art here and abroad, it seems odd that impermanence is the norm for countless game developers. video. Schreier takes a complicated subject and untangles it so that anyone can ingest it and form their opinion. I was disheartened by the obvious greed and madness that caused so many of the studio closures described in the book, but I also had some hope that by bringing attention to this, Schreier will hopefully help. , to push the industry in the right direction. . Please feel free to order a copy of Tap Reset on the link above or at a bookstore of your choice.

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Facebook post on Israel’s missile defense system shows video game footage https://nikke2.net/2021/06/09/facebook-post-on-israels-missile-defense-system-shows-video-game-footage/ https://nikke2.net/2021/06/09/facebook-post-on-israels-missile-defense-system-shows-video-game-footage/#respond Wed, 09 Jun 2021 15:31:55 +0000 https://nikke2.net/2021/06/09/facebook-post-on-israels-missile-defense-system-shows-video-game-footage/

A video clip from a Facebook post claims to show Israel’s Iron Dome missile defense system targeting a military aircraft. But like a similar post from several days earlier, this one uses footage from a video game, not an actual fight.

The most recent post included a video of a mounted rotary machine gun firing at a plane. The text on the post reads: “Israel’s Iron Dome Defense System.”

The Facebook of June 2 Publish, which emerged in the aftermath of an actual 11-day battle between Israel and Hamas, the militia that controls Gaza, was reported as part of Facebook’s efforts to tackle fake news and disinformation on its feed. topicality. (Learn more about our partnership with Facebook.) “

The images featured in the article are actually a digital simulation of “Arma 3”, a tactical military video game produced by Prague-based Bohemia Interactive, a company spokesperson confirmed to PolitiFact. Similar versions of the video still appear on Youtube.

Israel itself has posted videos of Iron Dome engaged in actual combat, but the video featured in this Facebook post is not one of them. Shortly after downloading the legitimate videos, users created simulations using the “Arma 3” game interface and published them to YouTube and other sites.

PolitiFact debunked a similar May 22 article that used footage from the game to falsely claim it showed Israel’s missile defense system intercepting rockets. Similar videos using realistic game simulations have been posted with bogus claims that they show missile attacks in Iraq, according to a Checking the facts published by Lead Stories in January 2020.

We rate this post on Facebook as false.

RELATED: This is not a video of Israel’s “Iron Dome”

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ISD Dallas Students Develop Video Game With New Perspective – NBC 5 Dallas-Fort Worth https://nikke2.net/2021/06/08/isd-dallas-students-develop-video-game-with-new-perspective-nbc-5-dallas-fort-worth/ https://nikke2.net/2021/06/08/isd-dallas-students-develop-video-game-with-new-perspective-nbc-5-dallas-fort-worth/#respond Tue, 08 Jun 2021 23:53:17 +0000 https://nikke2.net/2021/06/08/isd-dallas-students-develop-video-game-with-new-perspective-nbc-5-dallas-fort-worth/

Video games are not always fun and entertaining. Sometimes it’s serious business.

Two high school students from Dallas ISD Conrad High School have developed a video game that requires players to navigate from a wheelchair.

“People in wheelchairs, their life is totally different,” said Sergio Reyna.

Reyna’s teammate Collin Porter knows this firsthand.

Porter was born with a joint disease called Arthrogryposis and relies on a wheelchair to get around.

“It was very … revealing,” Reyna said of the development of the game. “How we take everything into account (sic) in our daily lives.”

The student duo interned at Magnin & Associates, a Dallas-based video game developer, to create the unique game. Players access different levels by navigating through parks, grocery stores, and buses using a wheelchair.

“They have to be worried about their wheels,” Reyna said. “If they can actually go that fast in the grass, or if they have to take the sidewalk.”

The game caught the attention of Texas Governor Greg Abbott, who uses a wheelchair. Abbott recognized Porter for his personal contributions to the Wheelchair Mobility Experience game.

“It makes us very proud,” Reyna said. “More aware of how video games can actually help in the real world.”

Porter plans to study at the University of Texas at Dallas as part of the Game Design program. Reyna plans to study mechanical engineering at the University of Texas at Arlington.

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Professional beacon needs their own video game https://nikke2.net/2021/06/08/professional-beacon-needs-their-own-video-game/ https://nikke2.net/2021/06/08/professional-beacon-needs-their-own-video-game/#respond Tue, 08 Jun 2021 06:44:00 +0000 https://nikke2.net/2021/06/08/professional-beacon-needs-their-own-video-game/

Given how much everyone loved Mirror edge, and how much publishers love competitive multiplayer games with the potential for customizable skins, maybe it’s time for a professional tag spin-off.

A video of the World Hunting Beacon championships toured online. If you haven’t seen it, this is kind of what it sounds like: the world championships for people who literally fly around a small course, seeing who can grab or dodge the other for 20 seconds.

The course is filled with little nooks, crannies, platforms and objects that look like they were designed by a parkour master. When the sound sounds, the hunter will literally jump at their opponent, usually bouncing off them in as straight a line as they can.

When they get closer, their opponent usually dodges once they’ve engaged in a particular direction. In some cases this is not a viable option so there is a bit of dodging and weaving as the runner’s balance shifts back and forth to change direction.

I promise, watch the video below. It’s wild.

The final World Chase Tag final took place in 2019, although everyone’s strategy of waiting at the start didn’t make the viewing particularly appealing. Better Highlight Stream is courtesy of the Best Chase competition, which is essentially the equivalent of classic pro tag captures.

A huge amount of energy comes from physical movement, shifting weight, maintaining balance, dodging and weaving. I’m not sure exactly how you would translate this into the language of a modern video game controller or controls. But if you’re a developer looking for a challenge, tagging might be a good idea. And hey, it doesn’t have to be entirely modeled on actual business etiquette. Maybe it’s dragons or aliens or some sort of Bowl of blood type of situation?

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Nintendo removes “F *** Israel” graffiti from Splatoon video game https://nikke2.net/2021/06/07/nintendo-removes-f-israel-graffiti-from-splatoon-video-game/ https://nikke2.net/2021/06/07/nintendo-removes-f-israel-graffiti-from-splatoon-video-game/#respond Mon, 07 Jun 2021 11:21:00 +0000 https://nikke2.net/2021/06/07/nintendo-removes-f-israel-graffiti-from-splatoon-video-game/

Nintendo apologized after anti-Israel graffiti appeared on a wall in the background of the popular game Splatoon while a child was playing.

The words “Fxxk Israel” appeared as graffiti on a back wall in the Nintendo Splatoon 2 game that revolves around “Inklings” drawing ink and claiming territory.

After being alerted to the incident, UK Lawyers for Israel (UKLFI) wrote to the Entertainment Software Ratings Board (ESRB) and Nintendo’s legal advisor, demanding that the offending graffiti be removed.

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The ESRB responded by stating that online games like Splatoon 2 allow players to interact in real time with other players as well as add their own content, such as text and / or voice chat, skins for the characters or cards for the background images. .

The online rating notice for these games reads “Online Interactions Not Rated by the ESRB.”

This is a warning to consumers, especially parents, that other players may be able to add content that has not been factored into the ESRB rating assignment.

Rob Posgate, Nintendo UK Legal Advisor added: “We can assure you that the anti-Israel graffiti the child saw was not generated by Nintendo as part of the design of the game, Splatoon 2.

“We strongly condemn such statements and the feelings behind them. “

Nintendo’s attorney explained that Splatoon 2, like many video games, contains features that allow users to generate and display certain content.

The screenshot with the offending graffiti was from the waiting area that user characters arrive in before deciding which battle arena to join to play the game.

In this waiting area, users can generate and display content, including creating graffiti to display on certain walls.

Posgate continued, “The vast majority of our users generate harmless and fun content.

“Unfortunately, a very small minority of users can occasionally use this feature to post harmful and offensive messages.

“To protect our users from this abusive behavior, we are including in-game reporting functionality.”

Caroline Turner, Director of UKLFI commented: “If anyone else encounters inappropriate content in a video game, it is important to report it to the video game company, so that the offensive content can be removed as soon as possible. possible and that offenders can be excluded from the game.

“We are delighted that Nintendo has highlighted the reporting feature on their games.”

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Top 5 retro video game stores in the South Bay https://nikke2.net/2021/06/06/top-5-retro-video-game-stores-in-the-south-bay/ https://nikke2.net/2021/06/06/top-5-retro-video-game-stores-in-the-south-bay/#respond Sun, 06 Jun 2021 17:51:55 +0000 https://nikke2.net/2021/06/06/top-5-retro-video-game-stores-in-the-south-bay/

Paid online subscriptions, six hour download times, incomplete microtransactions and games. Playing video games has come a long way from just inserting a cartridge into a console and mashing buttons in minutes.

As consoles and video games evolve into increased online gameplay, retro video game stores are keeping the classics alive. Below is a list of the top five retro video game stores in South Bay that can help take a gamer back to a time when they were just gamer and video game.

5. Bros game store

Bros Game Shop offers a variety of video games, accessories, and consoles. The shop also includes repair services in case an old console does not work properly and professional disc repairs that include not only video games but also movie DVDs, music CDs and computer Roms. Special import video games and ordering hard-to-find video game products are also available at the Bros Game Shop.

Hours: Monday to Thursday, 10 a.m. to 7 p.m. From Friday to Saturday from 10 a.m. to 8 p.m. Sunday, 12:30 p.m. – 6 p.m.

Contact: 310-538-3077

Address: 18214 Prairie Avenue, Torrance, CA 90504.

Social networks: Facebook.com/BrosGameShop

A rare Nintendo 64 Pokémon. The store offers a variety of collectibles. Torrance, California. (Photo by Manuel Guzman / Warrior Life)

4. 4 Geekz Stuff

Stuff 4 Geekz not only has a huge collection of retro video games, but also rare video game and anime products. Personalized decorative items, artwork, clothing and accessories can also be found at this location. The store has a wall lined with Funko figures on the left and video games on the right. Behind the showcases in the center are rare video game consoles like the Pokemon Nintendo 64 edition.

Hours: Monday to Friday 10 a.m. to 9 p.m. Saturday 10 a.m. to 6 p.m. Sunday 10 a.m. to 7 p.m.

Contact: (424) 329-0440

Address: 3120 West 182nd Street. Torrance, California 90504.

Social networks: Facebook.com/stuff4geekz IG: @ stuff4geekz

Classic Controller offers a variety of rare collectibles, from video games to comics.  The store offers a wide selection of retro video games.  Gardena, California.  (Photo by Manuel Guzman / Warrior Life)
Classic Controller offers a variety of rare collectibles, from video games to comics. The store offers a wide selection of retro video games. Gardena, California. (Photo by Manuel Guzman / Warrior Life)

3. Classic controller

While Classic Controller has a good selection of retro video games, what Classic Controller does best is its access to collectibles. The store owner is knowledgeable and often has rare video games, accessories, comics, retro toys, and consoles in stock. The store is also a great place to search for any classic controller on any console. Classic Controller is a great store for any collector looking to start or expand their collection of rare video games, comics, toys, and even the now defunct Nintendo Power magazine.

Hours: Tuesday, closed. Monday to Sunday from noon to 6 p.m.

Contact: (310) 400-7841

Address: 1113 West Gardena Boulevard Suite A, Gardena, CA 90247

Social networks: Facebook.com/str8tfaded IG: @ classic_controller

Vintage and collectible toys can be found neatly curated at Toys vs Games.  The store has a large collection of nostalgic toys and video games.  Wilmington, CA 90744. (Photo by Manuel Guzman / Warrior Life)
Vintage and collectible toys can be found neatly curated at Toys vs Games. The store has a large collection of nostalgic toys and video games. Wilmington, CA 90744. (Photo by Manuel Guzman / Warrior Life)

2. Toys versus games

Toys vs Games is where the inner child of anyone born in the ’80s or’ 90s can go and have some fun. The store has a huge collection of retro video games and classic toys. Along with having a very well-curated selection of toys and games, special edition CRT TVs can also be found in the store if a gamer wants an all-inclusive retro experience. Toys vs Games is a great place for anyone looking to experience a bit of nostalgia.

Hours: Mon You are. Thursday. Fri 11 am-7pm Wednesday. noon – 7 p.m. Sat-Sun, noon – 6 p.m.

Contact: (310) 621-7250

Address: 629 North Avalon Boulevard, Suite A. Wilmington, CA 90744.

Cali Games offers a wide selection of games on any console.  The store also specializes in repairing electronic devices.  Lawndale, CA 90260. (Photo by Manuel Guzman / Warrior Life)
Cali Games offers a wide selection of games on any console. The store also specializes in repairing electronic devices. Lawndale, CA 90260. (Photo by Manuel Guzman / Warrior Life)

1. Cali Games

Cali Games is celebrating 21 years of providing the video game and video game accessories community. The store offers a large collection of old and new video games. Lined with several gaming aisles, the selection of original Playstation games is as large as the selection of more recent Playstation 4 games. In addition to providing an extensive collection of games, the experts at Cali Games also provide repair services for phones, computers and video game systems.

Hours: Monday to Sunday, 10 a.m. to 8 p.m.

Contact: (310) 978-0880

Address: 14401 Hawthorne Boulevard, Lawndale, CA 90260

Social networks: IG: @CaliGames Facebook.com/caligames

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21 Savage’s “Betrayed” Video Looks Straight Out of a Video Game https://nikke2.net/2021/06/05/21-savages-betrayed-video-looks-straight-out-of-a-video-game/ https://nikke2.net/2021/06/05/21-savages-betrayed-video-looks-straight-out-of-a-video-game/#respond Sat, 05 Jun 2021 17:44:11 +0000 https://nikke2.net/2021/06/05/21-savages-betrayed-video-looks-straight-out-of-a-video-game/

21 Savage and Metro Boomin are certainly one of the best rapper-producer duos in the business today. The latter helped create the landscape of the rapper’s mixtape in 2016, Wild mode, which received an excellent following last year. The two have also worked on countless other songs together, their latest being a contribution to the soundtrack of the new film. Gully.

Their new song, titled “Betrayed”, is one of ten that make up the film’s soundtrack, and it came out with a music video that looks like a video game. 21 Savage raps like sparks of fire raining down in front of him, while Metro Boomin supports the rhymes of his frequent collaborators.

Gully is the second film of this year in which 21 Savage has appeared. Last month he released the soundtrack of Spiral: from saw book – a short effort with just four songs, with appearances from Gunna, Young Thug, Young Nudy and more. As for Gully, the film is directed by music video director Nabil Elderkin, who is credited anonymously as Nabil in his videos. Her resume includes directing videos for Kanye West’s “Welcome To Heartbreak,” “DNA. “By Kendrick Lamar,” Love Galore “by SZA and many more. GullyThe soundtrack of ‘also includes contributions from 2 Chainz, 21 Savage, Don Toliver, Dua Lipa, Miguel, Snoh ​​Aalegra and Ty Dolla Sign.

You can watch the video for 21 Savage’s “Betrayed” above.

Some of the artists covered here are artists from Warner Music. Uproxx is an independent subsidiary of Warner Music Group.

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Chicken Nugget Sold For Nearly $ 100,000 On eBay Due To ‘Strange Resemblance’ To Video Game Character https://nikke2.net/2021/06/04/chicken-nugget-sold-for-nearly-100000-on-ebay-due-to-strange-resemblance-to-video-game-character/ https://nikke2.net/2021/06/04/chicken-nugget-sold-for-nearly-100000-on-ebay-due-to-strange-resemblance-to-video-game-character/#respond Fri, 04 Jun 2021 16:05:52 +0000 https://nikke2.net/2021/06/04/chicken-nugget-sold-for-nearly-100000-on-ebay-due-to-strange-resemblance-to-video-game-character/

McDonald’s Chicken McNugget sold for almost $ 100,000 On ebay Friday because of his odd resemblance to a video game character.

The nugget came from a meal package made in partnership between McDonald’s and South Korean pop group BTS. The seller thought he looked like a character from Among Us, an online multiplayer game.

The user, who is called Polizna, tell CNET the nugget has an “unmistakable correlation with the actual character, including even a weird bump on the back that would represent the backpack.”


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Originally listed for only $ 0.99, after 184 offers, it sold for $ 99,997.

“I had thought it would cost around $ 50, but nothing like it,” Polizna said.

While it was listed, the Twitter accounts for Among us and Xbox joined about pleasure.

Polizna said the nugget will be frozen and air sealed before shipping to ensure freshness.


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