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Atlus Clarifies Failure to Obtain Original English Voice Cast for Persona 4 Revival, Eliciting Fan Skepticism

**Atlus’ Choice to Recast Persona 4: An In-Depth Examination of the Controversy**

Atlus, the famous Japanese video game studio, recently made news with its choice to substitute the original voice cast for the eagerly awaited *Persona 4 Revival*. The game’s director, Kazuhisa Wada, shared their reasoning in an interview with *Gamesradar*. Wada discussed the difficulties faced in obtaining the original voice actors, many of whom have achieved significant success in the voice acting field since the game was first launched nearly twenty years ago. He noted, “There were several individuals we couldn’t secure. So we’re like, ‘Alright, I suppose we must roll up our sleeves once more. Let’s start fresh. Let’s recruit an entirely new cast and give it our all.’”

In spite of the official explanation, the narrative around the recasting has turned contentious. Several original cast members took to social media last year to express their astonishment at being passed over for the remake. Notably, Yuri Lowenthal, acknowledged for his diverse roles including Peter Parker in Insomniac’s *Spider-Man*, remarked that he had actively pursued the chance to reprise his role as Yosuke but was declined. In a now-deleted post on Bluesky, he openly mentioned, “And for those who keep asking, no, I will not be back as Yosuke for the *Persona 4* remake. I inquired. Maybe I even pleaded, but they don’t wish for me to return.”

In a similar vein, Amanda Winn Lee and Erin Fitzgerald, who voiced Yukiko and Chie in the original game, indicated that they were not contacted by Atlus to return for the revival. Winn Lee confirmed on social media, “No, I wasn’t invited to voice Yukiko in the P4 remake.”

The situation seems especially disheartening considering the notable rise in popularity of several original cast members, including well-known talents such as Johnny Yong Bosch, Troy Baker, Laura Bailey, and Yuri Lowenthal. The recasting may arise from a blend of factors, including the unavailability of these actors and possible cost factors, leading Atlus to seek an entirely new cast. Additionally, it’s important to note that characters in the *Persona* series have previously experienced different voice actors in various spin-offs, complicating the case for keeping the original cast.

Wada expressed appreciation for the original actors’ contributions, implying that if the studio couldn’t bring back all original voices, it decided on a completely new direction. However, this raises questions about the decision-making process if many original cast members indicated a willingness to return.

The developing narrative around *Persona 4 Revival* emphasizes the complexities and challenges inherent in the voice acting realm, particularly in projects that necessitate a balance between nostalgia and economic viability. The mixed reactions from fans and original cast members highlight the strong connection audiences have with the characters and the voices that animated them. As the game approaches its release, it remains uncertain how this choice will affect player reception and the overall success of the revival.

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Sources indicate that Sony is rebooting their live service Horizon game into a traditional co-op format, while a sequel to Horizon Forbidden West is expected to take several more years to develop.

Horizon Hunters Gathering, the live service multiplayer spin-off for PlayStation’s post-apocalyptic Horizon series, is being rebooted as a smaller and more traditional co-op experience with a story mode, according to anonymous insiders. In the process, we’re told, several of the project’s staff are being reassigned within Sony’s gamedev empire, even as a small team of Guerrilla Games work on the next “proper” singleplayer Horizon game.

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Analysis of Orbitals: Perspectives from Kotaku

**Orbitals: A Split-Screen Co-Op Adventure Struggling to Establish Its Identity**

It’s often said that comparison steals joy, and this truth resonates intensely with *Orbitals*, a fresh co-op adventure crafted by Shapefarm. Drawing inspiration from the cherished split-screen experiences made famous by Hazelight in titles such as *It Takes Two* and *Split Fiction*, *Orbitals* seeks to find its own place. Nevertheless, it frequently resembles imitation over innovation, resulting in a gaming experience that tends to dwindle instead of thrive.

### An Aesthetic Delight Rooted in Anime

Against the backdrop of an anime style reminiscent of iconic ‘90s shows like *Neon Genesis Evangelion* and *Cowboy Bebop*, *Orbitals* showcases remarkable visuals and animation quality. The game’s protagonists, Maki and Omura, navigate a stunningly crafted world that sparks nostalgia for classic anime series. The animated cutscenes, produced by the Japanese anime studio Studio Massket, blend so perfectly with the gameplay that they risk being confused with lost treasures from the ’90s. Shapefarm’s dedication to capturing the artistic richness of the period is commendable, demonstrating a commitment to authenticity that enriches the game’s overall ambiance.

### A Challenge of Unoriginal Storytelling

However, while *Orbitals* presents an engaging visual aesthetic, the delicate boundary between homage and unoriginal storytelling becomes an issue. The game leans heavily on well-known anime clichés and narratives, often appearing as a retread of previous classics instead of a novel take. Maki and Omura, although initially endearing, degrade into mere stereotypes without the necessary depth to captivate players on a more profound emotional level. Their challenges lack the intricacy and depth characteristic of narratives like *Evangelion*, leading to a storyline that feels shallow and underdeveloped.

This narrative insufficiency impacts the overall gaming experience. Instead of crafting an engaging story, *Orbitals* favors a condensed recounting of more intricate plots, compelling players to depend on the gameplay mechanics to propel the experience. While the cooperative puzzle-solving is enjoyable, it often unfolds at a lagging pace rather than delivering the exhilarating peaks typically associated with the genre.

### Cooperative Gameplay: The Core of the Experience

*Orbitals* combines ship-based exploration and tool-centric puzzles, where players must collaborate to navigate and tackle challenges. One player steers the ship while the other manages its turret, creating a dynamic duo experience that relies on teamwork. Memorable instances occur when the gameplay defies expectations, such as during boss battles requiring players to adapt under pressure. These moments enhance the gameplay when they appear; however, they do not occur frequently enough to maintain consistent engagement throughout the game.

As players venture through space stations, Maki and Omura employ various tools, including grappling hooks and lasers, to solve puzzles. These instances can foster a gratifying sense of collaboration, especially when players align their actions cleverly. Yet, as the game advances, the repetition of similar puzzles risks entering a realm of predictability, reducing the excitement of exploration and teamwork.

### The Verdict

Ultimately, *Orbitals* stands as a commendable effort to embody the essence of its inspirations, yet it struggles to establish itself beyond these influences. While it displays a high level of artistic accomplishment and enjoyable moments in cooperative gameplay, the narrative weaknesses and dependence on familiar tropes hinder its ascent to greatness. The game may satisfy those seeking a fun joint experience, but for those longing for a captivating narrative that reflects the brilliance of its predecessors, *Orbitals* may leave an urge to revisit the classics from which it draws influence. As players tackle challenges alongside their partners, many may find themselves reminiscing more about the brilliance of past anime than about any significant insights *Orbitals* provides.

In conclusion, while *Orbitals* is a capable addition to the split-screen co-op genre, it ultimately leaves players desiring more, highlighting the idea that to achieve true greatness, one must not only pay tribute to the classics but also endeavor to craft something uniquely their own.

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Staff Express Concerns Over EA’s Saudi Takeover, Citing Lack of Moral Backbone and Fear of Layoffs and Ownership Interference

Now the ink’s starting to dry on the Saudi Arabian government and Jared Kushner-backed takeover of EA, which has seen the company go private, staff are getting to grips with what the ownership change might mean for them going forwards. Fears of layoffs and teams or game series being sold off following the leveraged buyout hang in the air alongside unease about the effect the Saudi state’s values might have on what gets the green light in future, with staff suggesting EA haven’t done a very good job of alleviating such concerns.

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Limited Edition Pikachu Plushies Priced at Several Hundred Dollars

## The Scalping Plague: Pokemon World Championships Plushies and Their Effect on Fans

The latest Pokemon World Championships has once again underscored a rampant problem within the community: scalping. As fans and collectors eagerly anticipate exclusive merchandise, scalpers have successfully infiltrated the event, setting prices for items far above their original worth. This year, the highly sought-after Pikachu plushies released during the championships have become primary targets for scalpers, resulting in disappointed and disheartened fans.

### Exclusive Pikachu Plushies

Annually, the Pokemon World Championships reveals distinct Pikachu plushies that embody the theme of the tournament. For 2023, there were two plushies: one symbolizing the tournament as a king and another crafted for the XP fan convention as an astronaut. Both plushies quickly enchanted fans, igniting a strong desire to acquire them. Regrettably, access to these limited items was restricted to event attendees, leading many to explore alternative avenues via online marketplaces after the event.

### The Scalping Trend

Scalpers have taken advantage of the limited availability of these plushies, listing them at outrageous prices on websites like eBay. Initially priced at $25 during the event, the prices for the plushies have surged to nearly $80 or beyond, excluding shipping fees. This markup is not just considerable but also indicates a rising trend of scalping within the gaming and collectibles sectors, especially for highly coveted items like these plushies. Some listings even package both plushies together, complicating the buying process for individuals who may only desire one.

### The Struggles of Collectors

Numerous fans, including those who have yet to experience the championships, are feeling the impact of these unfair pricing tactics. The journey to obtain these exclusive items has shifted from one of enthusiasm to a battle of being outbid or compelled to pay an inflated price. The community has expressed its discontent, emphasizing the need for improved distribution methods and practices that allow authentic fans access to merchandise without falling victim to scalpers.

### Looking Forward

While some are optimistic that prices might stabilize over time — reminiscent of previous pricing patterns for exclusive plushies — the vexation surrounding scalping is still a pressing concern. This year’s plushies, like the sought-after Worlds Pikachu, not only signify a yearning for collectibles but also highlight the increasing demand for ethical practices in the merchandising realm.

In conclusion, the convergence of exclusivity and scalping at the Pokemon World Championships acts as a reminder of the challenges encountered by passionate fans. As the community calls for reform, it remains uncertain how future events will tackle the scalping issue and improve the experience for true aficionados of the beloved franchise.

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Pirates in Corsair Cove Express Discontent Over Slow Eyepatch Production in Hooded Horse City Builder Game

Stories of pirates are full of swashbuckling, daring-do, and grog. But Limbic Entertainment’s city builder Corsair Cove reveals those hijinx are only a sideshow: logistics is the star. As the proud owner of a tropical island surrounded by high seas dotted with patrolling Spanish galleons, pirate hunters, and kraken, your focus is squarely on building the infrastructure to support pillaging, rather than taking a firsthand approach to the scallywaggery.

To keep your pirate populace happy, initially they’ll only need basic food, drink, and shelter. In time, though, they’ll start asking for finer things, like leather boots, jolly roger flags, and turtle soup. All of which you’ll need to produce by rinsing the resource deposits on your island. Keep them happy, however, and they will set out on the ocean, crewing your vessels, and risking their lives against the threats that circle your enclave.

As a fan of the Anno series, the first hours of Corsair Cove were enthralling, but the sheen did begin to rub off after eight hours or so. Right about the time my pirates started to hate me.

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Varied Perspectives on The Blood of Dawnwalker: Assessing Its Standard as an RPG and Worries Regarding Monotony and Technical Difficulties

**The Blood of Dawnwalker: A Synopsis of the New Vampire RPG**

Rebel Wolves, the studio recognized for its skilled team that previously contributed to *The Witcher 3*, has introduced its inaugural title, *The Blood of Dawnwalker*. This third-person action RPG places players in the role of Coen, a villager who becomes a vampire on a quest to rescue his family from the grip of evil vampires. With an engaging premise and gameplay features that exploit the dual nature of Coen’s life, the game has received mixed to favorable reviews, currently boasting an average score of 83 on Metacritic and ranking in the 91st percentile on Opencritic.

### Gameplay Features and Dynamics

The central narrative framework of *Dawnwalker* revolves around a day/night cycle where Coen takes on different identities depending on the time. By day, he is a sword-wielding champion, and by night, he morphs into a being endowed with supernatural abilities. The city of Svartrau, rich with rooftops and vibrant activity, provides an environment where players can explore in unique ways tailored to the time of day, enhancing immersion and strategy.

While many reviewers commended the intricate storytelling and captivating vampire powers, some raised alarms over monotonous gameplay. Critics such as Josh Cotts from *GameRant* observed that quests tend to fall into predictable sequences: interacting with NPCs, collecting clues, engaging in battles, and repeating this cycle. This formulaic style detracted from the overall gameplay experience and made quests feel dull over time.

### Reception and Reviews

The game has garnered a blend of praise and criticism. Fans consider it one of the finest story-driven RPGs in recent memory, emphasizing the psychological weight of choices made during the journey. The urgency created by the 30-day limit to complete quests introduces a layer of tension that affects player decisions. Despite receiving criticisms for its repetitive combat mechanics and performance issues—such as frame rate inconsistencies and bugs—numerous reviewers found that the narrative and character growth effectively maintained their interest.

Players have the ability to tailor Coen’s skills, employing various supernatural abilities while traversing a morally intricate world. The depth of the narrative, featuring consequential choices and unforgettable character interactions, stands out as a major asset that resonates with fans of story-rich gaming. Critics noted that while combat may falter, the game embodies an ambitious storytelling approach through well-crafted side quests and character arcs, as highlighted by Phil Hornshaw’s admiration for the engaging narratives contained within seemingly random quests.

### Concluding Remarks

*The Blood of Dawnwalker* marks a daring debut from Rebel Wolves that contrasts conventional RPG components with fresh gameplay dynamics. While it strives to differentiate itself from standard genre clichés, execution in certain aspects—particularly combat and quest design—has ignited discussion among the gaming community. As players continue to interact with the game, upcoming updates and patches may rectify existing flaws, potentially leading to a celebrated RPG that meets the aspirations set by its developers’ heritage. In summary, this debut signals an exhilarating advance for Rebel Wolves as they carve their path in the gaming industry.

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Fate/Extra Record Remake Modifications Developer After Departure of Initial Studio Director

### Fate/Extra Record Remake: Fresh Optimism Amidst Development Hurdles

The eagerly awaited remake of the PSP’s *Fate/Extra Record* RPG appears to have gained new momentum as the development transitions to a different team and publisher, following considerable upheaval during its production. First disclosed in 2020, *Fate/Extra Record* has endured several postponements, causing a wave of apprehension among fans anxious for its debut.

The game was initially intended for a 2024 release under Type Moon Studio BB, which was established by Type Moon to concentrate on game production. Nevertheless, complications resulted in an indefinite delay earlier this year when Bandai Namco Entertainment rescinded its publishing support, leading to the cancellation of all Japanese pre-orders. This significant change raised concerns among fans regarding the fate of a title that was formerly esteemed for its innovative approach to the *Fate/Stay Night* universe.

Recent updates suggest that Aniplex will take over as the new publisher, with the game’s development now entrusted to Meteorise. This team is recognized for their work on the upcoming 2025 title *Bleach: Rebirth of Souls*. The transition is aimed at rejuvenating the project, which has been characterized by prolonged delays and public obstacles.

The *Fate* franchise, which began as a visual novel, has broadened into various adaptations across anime, video games, and manga, establishing Type Moon as a notable media entity. *Fate/Extra*, the original dungeon crawler on the PSP released in 2010, received positive feedback and achieved cult status. The ambition to remake such a cherished title was a driving factor behind the formation of Type Moon Studio BB, spearheaded by seasoned director Kazuya Nino.

However, with the introduction of the new development team, Kazuya Nino has vacated his position as director, citing personal reasons for his exit. In a sincere message shared via X (formerly Twitter), Nino expressed his regrets about departing from the project and asked for his name to be removed from the credits, reflecting a dedication to accountability in light of the project’s hurdles.

His resignation arrives at a crucial juncture when modifications are essential for Type Moon Studio BB to ensure the project aligns with fan hopes. Nino has shown respect for the remaining team members and has conveyed optimism regarding their ability to produce a quality product moving forward.

The challenges surrounding *Fate/Extra Record* have ignited conversations within the gaming community, especially as it is rare for such candid acknowledgment of developmental struggles in the Japanese gaming sector. As the studio shuts down its former social media accounts and the official game website is scheduled to close on September 7th, anticipation mounts for the next announcement regarding the game’s status, expected next month.

While the trajectory of *Fate/Extra Record* remains ambiguous, the shift to a new publisher and development team offers a renewed chance for the remake. Fans are optimistic that with these adjustments, the title can finally move towards the awaited release, revitalizing a cherished franchise.