Archive - 2019

Trover Saves the Universe Release Date Trailer

LOS ANGELES, March 26, 2019 – Hold on to your butts, Squanch Games announced today that Trover Saves the Universe, the bizarre comedy action game from Rick and Morty co-creator, Justin Roiland, will launch on PlayStation®4 and PlayStation®VR on May 31, and for PC via Epic Game Store and Steam on June 4.

Starting today, gamers can pre-order the game on PlayStation Store, Steam and the Epic Games Store as well as retailers worldwide.

Watch the Release Date Trailer – NSFW!

“We just want to make super duper games dooood,” says Justin Roiland, co-founder of Squanch Games and co-creator of Rick and Morty.

Funcom Unveils Moons of Madness for Halloween 2019

OSLO, Norway – March 26th, 2019 – Publisher Funcom and the developers at Rock Pocket Games today announced Moons of Madness, a cosmic horror game coming to PC, Xbox One, and PlayStation 4 during the Halloween season this year. Set on Mars in a not-so-distant future, Moons of Madness mixes the scientific exploration of the red planet with the supernatural dread of Lovecraftian horror.

Some might recognize Moons of Madness from before as developer Rock Pocket Games have previously shown early footage from an in-development prototype version. After Funcom came onboard, the two Norwegian studios got together and took the initial concept to new heights through expanded gameplay and scope to fully realize the potential of the bone-chilling story.

More information is available on www.moonsofmadness.com.

“With Funcom’s support we have been given the opportunity to do all the things we wanted to do with the game and the story,” said Ivan Moen, CEO of Rock Pocket Games. “ Moons of Madness has been an internal passion project of ours, one that we’ve worked on in-between other titles for other publishers, and now being able to fully focus on it and put all our creative energy into it is a dream come true.”

In Moons of Madness you play Shane Newehart, a technician stationed at the Invictus, a secret research base built by the Orochi group. Your low security clearance means you are completely unaware of the existence of a mysterious, intelligent signal that has been detected as coming from the red planet. Your job is simply to keep the lights on until the transport ship Cyrano arrives bringing with it a new team to take over your duties. Soon you discover strange and unusual setbacks. Crucial systems are malfunctioning, the greenhouse is filled with a strange mist and the rest of your team has yet to return from their EVA mission. You begin seeing and hearing things that aren’t there. Visions, hallucinations – or is that even what it is? Is this real… or are you slowly descending into madness?

Moons of Madnessdraws upon the rich lore and mythology of Funcom’s Secret World Legends. Both games exist in the same thematic universe, but playing one is not a prerequisite to enjoy the other.

The game will be released on PC, Xbox One, and PlayStation 4 during the Halloween season 2019. For more information, please visit www.moonsofmadness.com.

HTC VIVE Focus Plus Details Shared

Seattle, WA – March 25, 2019 – HTC VIVE® today unveiled VIVE Focus Plus pricing, availability, details about enhanced lenses, and the multi-mode capability to access content from external devices at their annual VIVE® Ecosystem Conference (VEC2019) in Shenzhen. Designed to meet the demanding needs of commercial users, Vive Focus Plus will provide developers and business partners enhanced optics, featuring all new fresnel lenses implemented into the HMD to enhance visual clearness and bring objects to life like never before. The standalone headset will be available April 15 on Vive’s website for $799 and initially sold in 25 markets worldwide, supporting 19 languages.

“With the unveiling of these enhancements for Vive Focus Plus, the VR industry is taking a big step forward with this new generation of full-fidelity standalone VR devices enabling total freedom of interaction and freedom of connection,” said Alvin Wang Graylin, China President, HTC. “We’re thrilled so many developers and partners are supporting this product with exciting experiences across a wide range of use cases, showcasing  the incredible opportunity for VR/AR to enter all facets of our lives”

New crisp visuals and upgraded features for business use

Designed to meet the needs of enterprise customers, Vive Focus Plus has new fresnel lenses which offer a sharper visual to reduce any screen door effect. The new lenses create a crisper more true to life visual for users to truly immerse the headset user. With the newly added dual 6DoF controllers, increased comfort for extended VR sessions, and enhanced optics, Vive Focus Plus users can blur the lines between reality and virtual reality in addition to having piece of mind with enterprise support. In most markets, the product will include an enterprise license for use at no additional cost.

Powered by the VIVE WAVETM Platform with content from VIVEPORTTM, users will have access to nearly 250 Vive Wave applications at launch that run natively on the Vive Focus Plus, and the Viveport Infinity Wave subscription program for the Vive Focus already includes over 70 premium titles. A number of these new titles provided will debut demonstrations at VEC2019, generating much excitement for the attendees.

New multi-mode capability turns Vive Focus Plus into a VR hub for multiple content sources

With the newly added dual 6DoF controllers and its multi-mode capability, Vive Focus Plus users can not only enjoy native standalone VR content, but also access a huge collection of existing content across a range of devices. The new “multi-mode” capability will be compatible with PC VR, PCs/laptops, smartphones, game consoles, 2D video streaming devices, live 360 camera streaming and upcoming Cloud VR services. These types of content extensions will be demonstrated live at VEC2019.

Vive Ecosystem Conference 2019 event highlights

More than 15 different 6DoF standalone VR applications will be demonstrated at VEC2019, including content employing haptic solutions, arena-scale gaming, multi-player experiences, and even mixed-reality gaming. By linking the Vive Focus Plus with a haptic vest, visitors will be delivered an unparalleled multi-player experience where users will feel immersed in the “Paintball VR” battle. ModalVR, co-founded by Nolan Bushnell, will also show off their super large-space tracking system enabling up to 40 standalone devices to be tracked in real-time across as physical space up to 900k square feet, unleashing the potential of stadium scale VR theme parks. During VEC2019, Vive will also demonstrate the first fully interactive mixed-reality game for standalone VR devices from New Tech Walkers Studio, where users get fit hitting virtual objects while still maintaining the added safety of seeing the real space around them via the Vive Focus Plus front facing cameras.

The 5G Hub, which generated high interest at MWC2019, will also be featured at VEC2019. The device will be showcased demonstrating the potential of interactive 5G Cloud VR rendering and also high-definition 360 video live streaming. With the newly released Insta360 EVO dual-mode 180/360 camera, designed for Vive Wave platform, users of Vive Focus or any Vive Wave enabled devices will be able to connect their headsets directly with the EVO via a Wi-Fi or a future 5G connection to share the highlights of our lives with their friends and family from around the world.

At VEC2019, HTC Vive is further strengthening the bond between the VR and the entertainment industry by agreeing to jointly create VR content with Beijing Culture Co. Ltd., based on the Chinese blockbuster movie, “The Wandering Earth”.

VIVE Focus Plus Specs

  • Display: 3K AMOLED (2880×1600)
  • Processor: Qualcomm Snapdragon™835
  • Audio: Built-in Speaker
  • Tracking: Inside-Out
  • Frame Rate: 75Hz
  • Field of View: 110-degrees
  • Battery: 4000 mAh
  • Controller: 6DoF
  • Data Connectivity: Wi-Fi® 802.11 a/b/g/n/ac
  • Memory (RAM/ROM): 4/32 GB
  • Connector: USB Type-C
  • Charging: QC3.0
  • Encryption: File-based (same security as Andriod Smartphone)

Yakuza Kiwami Remastered Review

When Yakuz Kiwami hit the scene in 2006 for the Playstation 2, it slipped passed some people but the true fans of sandbox games could not get a hold of it fast enough or get enough hours in the day to play. There were some limitations on graphics at the time and rumors abound in recent years that they might remaster it to bring the game forth to a whole generation that hasn’t gotten to experience it but have come to expect a certain level of graphics. Now Sega has unleashed the latest graphics on the classic sandbox game.

Before diving into the storyline it would be remiss not to say exactly what was done to Yakuza Kiwami, graphically. Back in the day the graphics had to be capped, particularly with regards to the frame rates to make sure the system could run it. With this new edition they uncapped the framerates, rebuilt it from the ground up with support for up to 4K resolution, added customizable controls both on the gamepad and the keyboarda and included ultra-widescreen support. When a character gets up in your face if they are a guy you can see all the pores in his skin, if it is a woman you can see how smooth her skin is and tiny nuances to the character’s acting come through in gestures that would have had to be over-exaggerated when it originally came out and now are now the subtly of real life. There is one point when a character talks to an elderly lady and the quality of her appearance was so impressive I watched it a while to see if it looked like it was photo captured instead of rendered. I am pretty sure it is rendered but when it is close took look like the real thing that’s impressive. The visuals aren’t the only great part since the sound was remixed and the entire cast re-recorded their lines and that allowed for them to expand the cinematic storyline.

I mentioned that there wasn’t so much of a need for overacting from the characters but that doesn’t mean it doesn’t happen, one character in particular overacts so much that he jumps in the air and kicks his heels while walking away after being stopped from murdering someone. The character is meant to be liked in an obnoxious friend kind of way you just need to not look too closely  at his actions since he does help your character. It’s strange because you find yourself laughing at something he says or does then he reminds you he is a cold blooded killer. Some of the other character they have overact wind up looking a little hammy but I have to say they look so good doing it.

Without blowing too much of the story, you are a member of the Yakuza (by the way, Yakuza Kiwami translates to Yakuza Extreme) who is about to be made a boss, stepping into the shoes of a man you truly idolized. You also have a girl you are sweet on and she seems to feel the same towards you. I guess the story wouldn’t be that exciting if things didn’t change in the extreme. It starts off in 1995 but heads toward 2005 pretty quick. It’s a rise and fall story, or a rise and fall and rise, or the other way around? I guess you will have to play the game to find out.

The game gets a bit confusing at times, mostly because a lot of characters are introduced and then some go and new ones show up and the whole thing tries to explain the Yakuza organization as well as tell a story. The problem is the Yakuza is set up like a multinational industrial conglomerate with things like subsidiaries and other titles but also like a gang with territories and protection rackets. The company structure and gang style makes it so that the story can be really hard to follow but the developers nicely made it so you could rewatch the cinematics through the menu so that if you get too confused on what is going on you can go check them out.

When you get the game through Steam you are given the option of a keyboard or gamepad. Normally if a game comes out on the PC I expect to use my keyboard and mouse. There are some exceptions but most have dual options and if I am playing it on my PC I play keyboard. When you start this game the opening video says “Real Yakuza Use A Gamepad”. That doesn’t generally bode well for my keyboard but I said what the heck and gave it the good ole board and mouse try. Sometimes it would give me instructions for a gamepad then a little while later give it to me for the keyboard. I played with it for over an hour, frowned and shutdown my rig for the night. The next day I started a new with the gamepad and I had to push fairly far away from the computer because I wanted to do certain things I have become accustomed to on the keyboard which would then get me hints for the keyboard instead of the gamepad. It’s got to be such a bane of the developer to map out the keys for one peripheral then port it to another system and trying to make the key setup on both be as fair and even as possible. The thing is though they really are two very different experiences, they realized that was the case so told the players “Real Yakuza Use A Gamepad” so you have no illusions of the same experience.

This game has side missions, and though doing them unlock achievements if you just care about beating the game or beating up on virtual gangsters you can take a wild variety of playstyle and finishing it with or without the ending. The story is optional, grinding is optional, side missions are really optional and achievements are optional. These are all the things you look for in a true sandbox game, your play isn’t on wheels it’s what you make of it.

Yakuza Kiwami took me back to the first time I played it so fast but then made my jaw want to drop when I took in all the amazing graphics, sound, voice-acting and cinematics. If you played it back then and hope that you can relive the feeling I think updating the sound and visuals from the ground up will take you back to it without being distracted by old graphics and muddy sound. If you are passing it on to another generation or are the next generation you should give this game a play and if you are into the story it, like Yakuza Kiwami, has only gotten better.

Dead or Alive 6 – A Review (Playstation 4)

The Dead or Alive franchise has always had an….interesting place in video gaming culture.  While the game play of the series has been top notch, Team Ninja’s oversexualized designs has received more and more criticism over the years.  Just a few months ago, Evo Japan decided to shut down the Dead or Alive 6 Championship stream due to misuse of the game’s replay camera, and models trying to mimic the infamous “jiggle physics” of the series.  It’s hard to talk about Dead or Alive 6 without bringing up this aspect of the game, so I will tackle this in the Aesthetics section of the review and what Team Ninja has done to try to minimize this viewpoint of their games.  But first we have to get through the Story and the Game Play of Dead or Alive 6 by Team Ninja for the Playstation 4.

Story

Fighting games have always had a strange approach to storylines.  It’s hard to make a game about a bunch of characters beating the hell out of each other about character development.  Most games early in the fighting genre history didn’t even try to have a story during game play, you usually just got something at the end of the game when you beat the last boss.  This was built for the arcade systems, but today fighting games must have a single player story mode to reach the largest section of it’s audience.

Dead or Alive 6 picks up where Dead or Alive 5 left off.  Kasumi has abandoned her clan to live as a hermit in the mountains and Helena begins to investigate the appearance of a being with strange powers.  Helena sends out various characters to investigate this new being, while setting up a new Dead or Alive tournament as a test to see how powerful this being is.

The story line is fairly straightforward once again.  Reason pops up for a new tournament to begin, someone sets up tournament and gathers fighters for various agendas and purposes, fighters um….fight, and then the story line wraps up.  What’s different about Dead or Alive 6 is how it is presented to the player.  You now participate in a story grid.  You begin by looking in on Helena and Marie Rose hearing about the new fighter and Helena sending Marie Rose out to befriend this new individual.  Then the player has a choice to follow three new story points, some that follow Marie Rose, another that focuses on Tina and Zack, while the third staying on Helena.  Not all story points end up in a fight, some are just cut scenes that move the story along that path.

While this approach is unique and new, it offers up a very disjointed story to the player.  You will go from scenes of high drama and tragedy to one that is comical in nature, depending on the choice of scenes you select.  You cannot just follow one path to its conclusion either, you can only unlock the next level once certain scenes have been completed.  Being able to follow one characters story line at a time would have been preferable to this mess.  Dead or Alive 6 does offer up two new characters to play as and follow during the story; Diego and NiCO.  Both are decent additions to the already large roster (if you purchased this game, more on this later) but nothing game breaking or overly interesting.

Game Play

While Dead or Alive 6 has major issues in both the story and the public relations department, the gameplay is outstanding and simplified without making it too casual.  At the core of the game is it’s triangle system.  Think Paper, Rock, Scissors but with more pain.  Strikes will beat Throws, Throws beat Holds, and Holds beat Strikes.  The game will prioritize the greater attack over the lesser attack, so the players will need to keep their repertoire of moves varied to prevent their opponent from guessing their next attack.

Dead or Alive 6 also adds in two new systems:  Break Gauge and Fatal Rush.  The Break Gauge is a two segment bar underneath your health that can be used to buff up some of your attacks.  You can do a Break Blow, which will simultaneously parry your opponent and attach for a huge hit, or a Break Hold, the ultimate hold that will take priority over any attack.  The Fatal Rush is an auto combo that can be done when both your segments of your Break Gauge are filled.  Simply by pressing one button four times, your character will perform a massive combo that will push the opponent into stage hazards.  Both of these new systems are designed to make Dead or Alive 6 more accessible to the casual fan, but it does not take anything away from higher level competition.  If anything, it gives us more opponents in online matches because the accessibility has been greatly increased.  Dead or Alive 6 also has a very solid tutorial and practice mode to help all newcomers to the series.

Speaking of Online play, Dead or Alive 6 missed the mark here as well.  Online play is a simple set of options really, which is great for someone looking for a fast fight.  You select Ranked Play and then find someone who has a connection strength similar to yours, join the fight, then either rematch or quit, then move to the next fight.  There isn’t a way to search through fights, and no lobby system if you wanted to hang out and play with a certain group of friends for an hour or two.  Quality of connection was ok for me, the fights felt somewhat sluggish versus offline, but not as bad as some other games out there.

The last thing I wanted to mention about Dead or Alive 6 is the DOA Quest Mode.  This is another single player mode, but you must complete certain objectives set in front of each match to earn costume parts.  DOA Quest is a great way to improve your skills in Dead or Alive 6 by focusing on objectives that are more than just bashing a few buttons, however, the end result is incredibly frustrating.  Once you finish a match, you will earn costume parts, but these parts are for a specific character and a specific costume and are generated randomly.  You could get parts for a character you don’t even own yet.  This is Team Ninja at its worst in Dead or Alive 6, essentially making it so difficult to earn alternative costumes that you would choose to buy the costumes instead.  In fact, their first announced DLC content is for two new fighters and over 80 costumes at a ridiculous $93 season pass.

Aesthetics

Dead or Alive 6 is a gorgeous game, but is still plagued by some aesthetic choices that will make this game work for you or not.  First, let’s talk bounce.  Yes, the “jiggle physics” is back for Dead or Alive 6, but is said to have been reduced due to Sony’s new policy on oversexualization of content.  Honestly, I didn’t see much of a reduction with this, but there is an option to turn off these physics if you so choose.  Many of the costumes have been toned down a bit as well, but you will still have some costumes that are highly questionable as a bathing suit, let alone to wear in a fighting tournament.  Then there is the camera mode.  After certain fights, the game will end with you in control of the camera and it will allow you to free cam around your character and take pictures.  You can also do this during an offline match, but it’s forced on you after certain game modes. It’s annoying at best, but when the camera automatically starts zoomed into a character’s breasts, it can become uncomfortable for some.  This is a rated M game, so know before you buy.

Optional Difficult Discussion Here:  I have been a gamer for many, many years.  I had Pong, so that should tell you how ancient I am.  However, I am also an Historian and an Anthropologist who has watched culture and society change over the years.  When the DOA franchise began, it needed something to set it aside from the other fighting games on the market, and skimpy clothes with bouncing breasts was a great way to go.  Hell, I even bought DOA Xtreme Beach Volleyball so I am just as guilty as enjoying this as anyone else is.  However, culture and society change.  Team Ninja is finding it harder and harder to sell these games in the United States and Europe.  This is why there isn’t a release of DOA Xtreme 3 here in the States and why Evo Japan had to stop its Twitch livestream due to the behavior of its announcers and models.  I am seeing Team Ninja make changes to Dead or Alive 6 to address these concerns, but the game still has a lot going on that makes it a bit cringe worthy in today’s world.  I won’t tell you if this game is for you or not, that’s up to you to decide on this issue, and honestly others should either.  I’m interested to see what the future holds for this franchise and with Sony’s new content requirements.

Resuming Your Regularly Scheduled Review Here:  The stages are just as gorgeous and are well designed with some stage hazards, like electrified ropes or pterodactyls.  The new damage system is just weird to me.  Bits of clothing will fall off in weird ways or expose certain areas of the fighter’s body.  I’m not sure if this really adds anything to the game or not.  It just seemed silly to me.

Sound and music also were top notch in production.  However, I just have issues with the voice acting.  It’s similar to other fighting games on the market where the voice actors just feel like they are going for the cheesiest version of a certain voice from a particular country.  The French accent is just over the top French, while many of the female fighters sound like they are 12 years old.  But, if the worst part of the game is the voice acting, I guess Dead or Alive 6 is doing just fine.

Final Thoughts

Well, there is a lot to chew on this one.  Putting aside the optional discussion on the aesthetics, Dead or Alive 6 is probably one of the best fighting games on the market today for both casual and serious gamers.  Dead or Alive 6 offers deep game play and an even deeper fighting system that is very casual friendly, and no I don’t believe that is a bad thing.  The single player system offers hours and hours of content, though some of it is convoluted and muddled.  The game is gorgeous, it really is.  If you are ok with the aesthetic design choices of Team Ninja in both “jiggle physics” and costume choice, then you have a lot to play here.  If you aren’t ok with those decisions, you can choose to turn the physics off and stay in certain costumes and still have a great game to play.  Dead or Alive 6 is available for the Playstation 4 for $59.99 with all 23 characters, but you can also download the Core Fighters game for free if you want to try before you buy.

Bumblebee Available for WonderCon Photo Ops

March 25, 2019 – The larger-than-life hero of the blockbuster hit film BUMBLEBEE is coming to Earth to celebrate the film’s home entertainment debut. You are invited to get a selfie or do video stand-ups in front of a 12-foot tall Bumblebee statue that will be on hand for fans to enjoy at WonderCon Anaheim. He’s sure to be the BIGGEST star at the Con!

BUMBLEBEE is available now on Digital and will arrive on 4K Ultra HD, Blu-ray and DVD April 2nd. Boasting an impressive 93% fresh score on Rotten Tomatoes, the film is an action-packed adventure that’s fun for the whole family.

#FindBumblebee

WHERE:

Grand Plaza
Anaheim Convention Center

WHEN :

  • Friday, March 29th, 11:30 am – 7 pm
  • Saturday, March 30th, 10 am – 7 pm
  • Sunday, March 31st, 10 am – 5 pm

The Elder Scrolls Online: Elsweyr – Zone Trailer

March 25, 2019 – The Elder Scrolls is 25-years old, so to celebrate the anniversary, players can begin their new Elder Scrolls Online journey to the Khajiiti homeland with the Elsweyr Prologue Quest for free, check out the new Elsweyr zone with a brand new trailer, enjoy sales on the ESO base game and Summerset Chapter, and try the game out for free during our Free Play Event.

Check out the new Elsweyr zone trailer:

Head to our 25th Anniversary article to get all the details on the prologue quest, the Free Play Event and more:

https://www.elderscrollsonline.com/en-us/news/post/55951

Samurai Showdown Reboot Announced

LOS ANGELES — March 25, 2019 — SNK, the creators of legendary fighting game series like King of Fighters, Fatal Fury, and Art of Fighting, is pleased to announce the return of their beloved weapon-based fighter Samurai Shodown, coming to PlayStation®4 and Xbox One this June, Nintendo Switch™ in Q4 2019, and PC at a later date. Powered by Unreal Engine 4, the new Samurai Shodown reboots the classic 2D fighting game with beautiful new 3D graphics that retain the classic fantasy Samurai manga look of the series, while also bringing the series up-to-date with the latest cutting edge graphical standards.

Once again set in the late 18th century, after the events of Samurai Shodown V and prior to the events of the original game, Samurai Shodown will see the return of thirteen classic characters, including Haohmaru, Earthquake and Galford, who will be joined by three brand new characters to the series. Additional characters will also be available via post-launch DLC.

Developed in-house at SNK by the same team that brought us King of Fighters XIV, Samurai Shodown features a host of modes, such as Story, Practice, Online Battle and multiple offline battle modes. The new game will also debut an innovative new asynchronous online mode called “Dojo” that uses deep machine learning to create a CPU-avatar that learns from players’ actions during offline modes and creates a Ghost AI character. Players will be able to upload their Ghost to the leaderboards and also download Ghost data from other players. Players can take on Ghosts in 1v1 battle, or take on the Ironman Challenge and attempt to take down up to 100 ghosts in one go.

The public will be able to play Samurai Shodown for the first time on the show floor at PAX East in Boston, March 28 – March 31. PAX East attendees can also attend the Samurai Shodown – Resurrecting a Legend panel, Saturday, March 30 from 4:30 p.m. – 5:30 p.m. EDT. The panel will be moderated by Team Spooky’s Giby and feature SNK’s Yasuyuki Oda (Producer), Nobuyuki Kuroki (Game Director) and the Director of the original Samurai Shodown, Yasushi Adachi, as well as several others from SNK.

Samurai Shodown will be released on PlayStation®4 and Xbox One this June, Nintendo Switch™ in Q4 2019 and PC at a later date. For more information about the game, please visit us on Twitter @SamuraiShodown_.

Samurai Shodown will be published in North America and Europe by Los Angeles-based Athlon Games. For more on Athlon Games, visit www.athlongames.com.

Las Vegas Toy and Comic Convention 2019 Postmortem

Las Vegas Toy and Comic Convention is one of our favorite conventions we attend all year which is kind of interesting when you consider the many conventions of so many sizes we attend every year. I recently attended one that filled almost every hotel room in all of Las Vegas, now I’m looking forward to one that consists almost entirely of locals. I went almost six weeks sick in a row from hitting conventions and shows one right after the next, I was like a float at a cold/flu parade. It’s all worth it though when Vegas ToyCon hits town again.

This year it was held in part of the convention center at the Westgate Hotel And Casino, a place I have attended conventions previous years and they have some great hall rooms with retractable walls so that the room is as big as needed and small enough to not look like there is too much empty space. This show has appeared in a variety of locations and there almost always seem to wind up spread out, sometimes on different floors. When considering the talent they get every year this can really be a problem, especially with the new sub conventions happening at the show. The Garbage Pail Kids got anchored by Joe Simko a few years ago and now there is such a whole slew of GPK artists that they get their own section called Gross Card Con! I spent so much time in there checking out all the amazing art from kids books to Rat Fink designs and one of my personal favorites Sketch Shirts where you buy the shirt and commission an artist to sketch on it. Talk about a shirt you don’t want to see somebody accidentally thrown in the wash…

On both sides of Gross Card Con Alley were artists who designed toy cars, create their own comic books and steampunk photography. These people are all very cool and down to earth, they love talking just about anything geek which pervaded the whole convention. Oh the variety and quality of the toys and art creations for sale, it’s a good thing I don’t take credit cards to the event. This is a good time to say one of the reasons I love this event, people come back every year, both as attendees and exhibitors, and are so genuinely happy to see each other. A couple of us were talking to one of the artists we have known for years and we suddenly got a big hug from behind by a vendor we are close friends with. When stop by his booth next and while we are there I get a pat on the back and one of the comic artists tells me where his booth is. It is such a friendly con that we even notice those who didn’t make it this year and we made plans to try to get in touch with them afterwards. At the far end of the con next to many of the toy cars was the Arizona Outlaws Hot Wheels Racing Club that laid down for racing lanes that let you pit your car against three others. If you don’t have a toy car of your own to race the guys are always nice, friendly and come with a whole bunch of cars just in case you don’t bring your own (I brought 5). They even have some great nightly competitions so if you get a chance to check them out make sure that you do.

Coverage for this con would be highly remiss if I didn’t mention the autograph booths available. That doesn’t mean one or two people… there were dozens of people there for photos and signings. It was mostly split up into two groups: those who they could have in a spot with a qoue and those who were brought into a closed curtain meetup. Most of the former TV and movie stars they were able to have right next to each other with lines stretching out but luckily they knew to have the closed curtain for all the WWE stars that were in the house. The lines for Becky Lynch, Asuka, Seth Rollins and Randy Orton were so long that they had to stretch the line towards the conventions walls and they added signing days to the weekend, it helped a bit but the lines just get crazy with WWE stars I know from previous conventions. That doesn’t mean the other celebrities didn’t get their lines in front of their booths, personally seeing Erik Estrada and Larry Wilcox of CHiPs standing side by side was pretty amazing, they were a couple of my heroes growing up.

Last bit of mentioning needs to go to Wild Bill’s Olde Fashion Soda where you could buy a mug for free refills that day and $5 a day after that… at any event they are at! I plan to start having my mug strapped to a backpack.

Las Vegas Toy and Comic Convention seems to just get a bit better every year and being in one ballroom of the Westgate instead of spread all over the place is a huge jump especially since the parking is free during it. If you like anything from original G.I. Joe in the packaging to a handful of dollar comics or beautiful artist work about Tombstone or the different Gross Card Con parodies of Tombstone Pizza you will start to see familiar and friendly faces every year. It’s a lot of fun to geek out with friends.

Gallery

Universal Details Jurassic World – The Ride

Universal City, CA, March 22, 2019 – Universal Studios Hollywood unveils a first look of its eagerly awaited mega attraction, “Jurassic World—The Ride,” as anticipation grows for its grand opening this summer.

Leaping from the silver screen to the theme park, “Jurassic World—The Ride” will immerse guests into newly themed environments and breathe new life into dimensional animatronic dinosaurs, including some all-new fan favorites featured in the Jurassic World films from Universal Pictures and Amblin Entertainment.

This ambitious ride is being reimagined under the direction of the award-winning and inspired minds at Universal Creative, the Academy Award®-winning special-effects visionaries at Industrial Light & Magic (ILM), a division of Lucasfilm, Ltd., the brand stewards at Universal Pictures and acclaimed filmmakers Steven Spielberg, Colin Trevorrow and Frank Marshall.

The state-of-the-art attraction will debut an original storyline that takes place within the theme park as depicted in Jurassic World. It will feature additional new dinosaurs from the film, lush scenic design, and ground-breaking technology that has yet to be experienced within a theme park.

The aesthetics of “Jurassic World—The Ride” will be dramatically enhanced, welcoming guests to a reimagined space reflective of the Jurassic World films. A fresh, new entry statement, stonework landscaping and a contemporary redesign of the iconic pillars illuminated with billowing flames will support a prominent “Jurassic World” marquee logo.

Engaging queue-line videos featuring facts and information about the dinosaurs within the ride set the tone for the adventure ahead, as guests learn more about these imposing prehistoric inhabitants that first roamed the earth more than 65 million years ago.

And the daring expedition begins.

Once aboard specially designed rafts, guests will navigate the lush environs of dense vegetation, traversing new areas besieged with towering dinosaurs meandering just an arm’s length away from visitors. Encounters with such docile creatures as the Stegosaurus and Parasaurolophus will quickly turn awry as predatory Velociraptors and Dilophosaurus begin to wreak havoc, turning guests from spectators to prey. When the Tyrannosaurus rex begins to battle one of the attraction’s new behemoth dinosaurs, the rafts will spill down a treacherous 84-foot waterfall as the sole means of escape.

Located adjacent to the ride will be a new elaborately themed “Raptor Encounter” where Blue, the most beloved and deadly Velociraptor from the Jurassic World franchise, and her beta Raptors will engage guests in daring face-to-face encounters.

In addition, a new interactive “Dino Play” area will incorporate educational components within an inspired space where children of all ages can partake in excavations and investigate giant dinosaur fossils.

With so much to see and do at Universal Studios Hollywood, the all-new 2019 Season Pass invites guests to experience the fun throughout the year for $149 when purchased online. Blackout dates and restrictions apply. Visit www.UniversalStudiosHollywood.com for more details.

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