Reon Pocket – Wearable Air Conditioner

Reon Pocket is a wearable air conditioner, which is produced via it’s First Flight internal startup platform. It’s palm sized and is a white device that charges over USB-C and connects to an iOS or Android phone via Bluetooth.

There’s a silicone pad on the back which presses against your skin and uses the Peltier effect to cool or warm itself up by absorbing and releasing heat. You can use it handheld but it is best used with Sony’s special V-neck undershirts. As they have a pocket on the inner back. Helping the device to rest between your shoulder blades.

Reon Pocket’s app is simple to use and gives you direct control over the temperature settings. There’s three levels of cooling or warming and a boost mode. Which is limited to two minutes and a control over the speed of the “fan”. Also you can set automatic modes which will auto start whenever you start the device using the power button. Rather than using the app. The device weighs 80g and lasts 2-3hours on a charge. Though this does depend on the intensity of the settings.

The Reon Pocket is available now although it is exclusive to Japan. It costs $122 dollars for the device and the undershirts cost $17 each. While the app does work in English if you wish to import it.

(The Verge)

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Play At Home – Sony’s FREE Games

Sony have recently announced the “Play At Home” initiative. For a limited time Sony are offering two free games to PS4 owners: Journey and The Nathan Drake Collection. Starting today April 15th until May 5th 8pm. While owners in Germany and China will be given Journey and Knack 2. 

But wait….Sony already offered those games last month as part of the Playstation Plus membership. Sony did, but this time round regardless if you are an active Playstation Plus subscriber, you’ll have access to these games. Unless you didn’t already download them of course.

Play At Home: Download Speeds.

While this is all good and Sony wants you to stay in and be entertained whilst on quarantine, they also want to remind you that downloads may take a little longer. Last month Sony announced it was working with internet providers to slow game download speeds. So they can help preserve internet access in the US and Europe. As there was an increased usage during the current pandemic.

Furthermore, Sony’s new initiative (Play At Home) also includes a $10M creative fund to help indie game developers. Who are undergoing financial hardships due to the Coronavirus pandemic.

Independent developers are vital to the heart and soul of the gaming community and we understand the hardships and financial struggles that many smaller gaming studios are facing. With that, SIE has developed a fund to support them during this time. We have earmarked $10 million to support our independent development partners. More information about the fund, including participation criteria, will be made available soon.

During these days of physical distancing, fans have turned to gaming for moments of respite and enjoyment. At Sony Interactive Entertainment, we are privileged to bring this much-needed entertainment. We know this is just one small step and we are thankful to be able to offer this support to our players, our communities, and our partners. Jim Ryan CEO and President of Sony Interactive Entertainment

(The Verge)


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Playstation 5 Controller Announced: Dualsense!

The Playstation 5 Controller Announced: The Dualsense.

The Playstation 5 controller brings with it a whole host of new features such as haptic feedback, Tempest 3D AudioTech, the Share button and an inbuilt microphone. It sounds like this new controller will be very captivating indeed.

It looks like the Dualshock controller concept is still there, but with added functionality while refining the design. With a particular focus on touch!

For example you;ll feel the grittiness of driving a car through mud! Bringing an incredible feeling of immersion! Furthermore there’s adaptive triggers in the L2 and R2 buttons making you truly feel the tension of the action. For example the drawing of a bow to shoot an arrow.

The designers at Sony wanted to have these adaptive triggers and not have a bulky feeling. They worked with engineers to place the triggers and actuators to make a controller which looks and feels great. While making the controller feel smaller than it looks. Furthermore the angles of the hand triggers has been adjusted and there’s some subtle updates to the grip. The weight has also been kept low with the new features added and Sony have stated that they’ve kept the battery life long.


The share button has been replaced by the ‘Create’ button. Sony sare stating that it’s a new way for players to create epic gameplay and share with the world. No more details has been announced yet, which will be revealed closer to launch.

The DualSense has also got a built in microphone array, allowing players to easily chat with friends.

Playstation 5 Controller Announced: Colours

Colours are different this time round and there is a two tone design. The position of the lightbar has changed, now sitting either side of the touch pad.


The DualSense has been designed with a wide range of gamers in mind. All with a variety of hand sizes, with the ultimate goal to give fantastic comfort. DualSense is designed to give gamers a feeling of being transported into the game, an extension of themselves when playing. So much so they will forget they’re holding it!

What Sony are saying:

“DualSense marks a radical departure from our previous controller offerings and captures just how strongly we feel about making a generational leap with PS5. The new controller, along with the many innovative features in PS5, will be transformative for games – continuing our mission at PlayStation to push the boundaries of play, now and in the future.

To the PlayStation community, I truly want to thank you for sharing this exciting journey with us as we head toward PS5’s launch in Holiday 2020. We look forward to sharing more information about PS5, including the console design, in the coming months.”

– Jim Ryan, President & CEO, Sony Interactive Entertainment  



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Top 10 Virtual Turkeys – Thanksgiving 2019


Thanksgiving is TODAY! Thanksgiving is known for Turkey and we thought we would share a piece from another tech outlet, who have run down the Top 10 Virtual Turkeys of yesteryear. What is that I hear you ask? Well it’s pieces of tech that have flunked over the years, otherwise known as a Turkey!


This piece originally appeared in a newsletter from [InsideAR Nov.27th 2019] and was written by Alice Bonasio

Alice Bonasio is a journalist and consultant obsessed with the immersive technology space, including AR/VR/MR/XR and any other acronyms that fit into the realities spectrum. Over the past 15 years, Alice has advised a wide range of start-ups and corporations on digital transformation and communication strategy and is the Founder and Editor-in-Chief of Tech Trends. She also regularly contributes to publications such as Quartz, Fast Company, Wired, Playboy, The Next Web, Ars Technica, VRScout and many others. 

Top 10 Virtual Turkeys – Thanksgiving 2019


The Nintendo Virtual Boy is widely considered one of the company’s greatest failures. Yet it has also become a cult object!  Learning a bit more about it also provides us with useful context on how the company has approached its latest (and much better received) efforts with the Nintendo Labo VR.   So while the console itself has been a failure. It was also ahead of its time in many respects. With the technology developed by Nintendo has since been incorporated into many of its products to this day. And should you come across one at a garage sale somewhere, snap it up quickly! As fewer than 800,000 units were made worldwide, making it a valuable collector’s item.

Dissecting the Turkey

The Virtual Boy was is a 32-bit table-top video game console touted as the first of its kind to offer stereoscopic 3D graphics. That promised to totally immerse the players in their own private universe. Content fell well short of expectations, however, with only 22 games ever being released for the system. (A problem arguably still plaguing VR today) At the time of its release in 1995, Nintendo of America projected hardware sales of 1.5 million units and software sales numbering 2.5 million by the end of the year. Nintendo had shipped 350,000 units of the Virtual Boy by December 1995. Around three and a half months after its North American release. Panned by critics and plagued by health and safety concerns, sales fell well short of expectations and production ceased by early 1996.

The Virtual Boy created an illusion of depth through the effect known as parallax. In a manner similar to using a head-mounted display, the user looks into an eyepiece made of neoprene on the front of the machine. Then an eyeglass-style projector allows viewing of the monochromatic (in this case, red) image. Nintendo claimed that a color display would have made the system too expensive and resulted in “jumpy” images. So the company opted for a monochrome display.


Morton Heilig was known as the father of virtual reality, and for good reason. His Sensorama machine, which he patented in 1962, is one of the earliest examples of multimodal technology. Heilig was a multimedia creator in a time when the term hadn’t yet been invented. His concept of multi-sensory theater-like experiences was laid out in his 1955 paper The Cinema of the Future. Where he talks about being inspired by the concept of  “feelies”. Movies enhanced with sensory elements. Imagined in Aldous Huxley’s seminal Science Fiction tale Brave New World.

It’s probably fair to say that Heilig was ahead of his time. As he never did get funding to take his design into commercial production, so eventually abandoned it. Heilig died in 1997, yet his website – which bizarrely still says it’s “under construction” lists the Sensorama machine for sale to a serious collector or museum. The reported price tag on this piece of VR history is $1.5 million.

Dissecting the Turkey

He went on to build the Sensorama prototype to showcase that concept in practice. To experience a two-minute immersive experience, the user would insert a token, straddle a bucket seat, grasp a pair of handles, and place their eyes on viewing holes (safe in the knowledge that the clever design even incorporated UV lights that sterilized the equipment after each use) surrounded by vents.

There were five films to choose from, all shot by Heilig himself using a 3D camera he also invented and built from scratch, which filmed side-by-side 35mm simultaneously, had capacity for two 400 ft magazines, and yet was small enough to be used as a hand-held device. Intriguing titles included Belly Dancer, Dune Buggy, and, I’m a Coca-Cola Bottle. In Motorcycle, the simulation took you for a ride through New York as you felt the wind on your face, heard the noises of the city, and even smelt the food in the snack shops and the exhaust from the bus in front of you.


It seems strange to call something that happened just five years ago a “throwback,” but if tech time works like dog-years, in the immersive space things can move so fast it can feel more like fly-years. So as I cast my mind back when I first unwrapped my Samsung Gear VR and plugged what now seems like a very old and clunky phone on its front, it seems like another world from the sleek experience I can get from an Oculus quest for not that much more money.

This is why we’ve seen such a sharp fall in demand for mobile VR. Which finally caused Samsung to drop support for the Gear VR on its latest Samsung Galaxy models. Although it held on as long as it could.  Yet the fact we seem to be moving on from mobile VR shouldn’t make us overlook the contribution that the format. The Samsung Gear VR in particular – have had on the ecosystem. Although far from perfect, the price point and accessibility they offered bridged the gap between the ultra-basic cardboard introductions to the medium and the full-blown setups required by the HTC VIVE and Oculus Rift. There are still not many VR devices out there that can claim to have been sold out on the day of their release.

Dissecting the Turkey

The Samsung Gear VR was developed as a collaboration between Samsung and Oculus. Although the Samsung Gear VR consumer edition was released in November 2015. Samsung had obtained a patent in 2005 detailing the use of a mobile phone as the display for an HMD. However, mobile phone technology at the time limited the degree of quality and performance possible. Samsung continued to research VR and HMD internally.

When in use, a compatible Samsung Galaxy device acts as the headset’s display and processor. While the Gear VR unit itself acts as the controller, which contains the field of view. As well as a custom Inertial Measurement Unit (IMU) for rotational tracking, which connects to the smartphone via USB-C or micro-USB. The Gear VR headset also includes a touchpad and back button on the side, as well as a proximity sensor to detect when the headset is on.


Thirty-three years ago the National Film Board of Canada commissioned a production called Transitions to be showcased at the country’s Expo 86 in Vancouver, the first-ever IMAX presentation using polarized glasses.  It was also the first full-color 3D IMAX film.  In an article published in The Province newspaper in June 1986, film critic Michael Walsh described how the experience was sure to be “every small child’s single most treasured memory of Expo 86”

So perhaps when we look at the past five years or so since this latest wave of enthusiasm for immersive technologies has started. It is useful to ponder on how long the technology has been enthusing people for

The difference now is that they no longer need an IMAX setup to do so. Although a portmanteau of random special effects would probably not be enough to keep audiences interested for long nowadays. Walsh’s experience also demonstrates how engaging content is key to getting people to embrace it.

Dissecting the Turkey

From a fixed position, McNabb’s camera puts dressed lumber, a gymnast and that wonderful teddy bear within our apparent reach.  Parallel tracking shots follow voyageur canoes along a wilderness river and a historic steam locomotive across the country. When McNabb tracks forward, the audience drives down a rural road behind a vintage automobile. Trots around a track just inches ahead of a harness racehorse and, briefly, sits astride a speeding motorcycle.”





The Forte VFX1 Headset was the most advanced, complex and expensive consumer VR system. That appeared on the market during the mid-1990s VR craze. It was released in 1995 and cost about $599. It comprised a helmet, a handheld controller, and an ISA interface board. For those keen on indulging in some retro gaming, you can still occasionally find operational headsets for sale. One sold on eBay recently for $240! There is a surprising amount of content available for it, including classic games such as Duke Nukem 3D.

Dissecting the Turkey

The helmet – which in looks and functionality comes pretty close to what was portrayed in the 1992 classic “Lawnmower Man”. Featured Two Degrees of Freedom (2DOF). Head tracking with internal sensors for pitch (70 degrees). Roll (70 degrees), and yaw (360 degrees) in addition to stereoscopic 3D and stereo audio.

It even had cool features which we see in modern VR headsets. Such as a “smart visor” that could be opened to allow the user to look at the outside world. Without taking off the whole thing.  The visuals, which by all accounts were very impressive for the time. Were delivered by dual 0.7″ 263 x 230 LCD displays capable of 256 colors. Optics comprised dual lenses with adjustable focus and interpupillary distance, with a 45-degree diagonal Field of View (FOV).  The helmet also included built-in stereo speakers and a condenser microphone.

A hand-held controller called the Cyberpuck offered three buttons and internal sensors for pitch and roll.  Audio, video, and tracking information was transmitted via the VIP Board. A 16-bit ISA card that received video input from the video card’s 26-pin VESA feature connector. Making this complex setup work was not for the faint-hearted though. As it required a lot of calibrating and setup with good old MS-DOS. For starters, the system’s “VIP” card needed to be installed into an ISA slot of the host PC. This worked together with the PC’s video-card connected via VESA bus to provide stereoscopic imagery on both screens of the HMD.


After Nintendo Labo announced the release of its VR software system, which includes a cardboard headset brings to mind some of the similar formats that populated our childhood experiences, such as the View-Master. Though the View-Master wasn’t technically considered virtual or augmented reality. The 3-D stereoscope film reels of everything from planets in the solar system to movements of dinosaurs captured my attention with each flick of the plastic lever.

Dissecting the Turkey

Originally created in 1939, the View-Master quickly became popular for looking at high-quality images of tourist destinations. Shortly after the advent of color photographs. After going through a few iterations and discoveries of practical uses. The View-Master ultimately became visual entertainment for children.

As a way to stay modern with the times. View-Master traded in its iconic film reel for and SDK to create the View-Master Virtual Reality Viewer. Though View-Master is doing what it must to continue providing visual stimulation to children. I will never forget how important the View-Master was to my childhood.


As far as I’m concerned, 2016 was a pretty good year for VR. People were starting to get really excited about the technology and some significant advances were being made, and I wrote my first article about VR Porn for Playboy. But it was also the end of an era. As Disney announced that it would be closing down its pioneering Indoor Interactive Theme Park, DisneyQuest. It was a relatively early proof of concept as to the appetite for location-based VR entertainment. Something that companies like The VOID are now reviving in a big way.

Not only that, but DisneyQuest was also the launchpad for many prominent careers in the immersive field. As those who worked for the company are still shaping the industry ecosystem. Case-in-point being Avi Bar-Zeev, who after working for them in the 90s moved to Microsoft and then Apple. Where he was rumored to be involved in the development of their AR glasses.

Dissecting the Turkey

Originally opened in 1998, the Orlando five-story indoor interactive theme park cost an estimated $90 million. Boasting (for the time) cutting edge computer graphics and HMDs.

Multi-sensory rides such as “Aladdin’s Magic Carpet” and “Ride the Comix” proved really popular for years. But by the end of the ’90s it was suffering from a lack of investment. Before finally closing its doors permanently and making way for a new attraction on July 3, 2017.



Most people associate Morton Heilig with the iconic Sensorama machine. Yet he invented something even before then. Eight years before the Sword of Damocles which is widely credited with being the first-ever VR headset. Yet in 1960 Heilig patented yet another pioneering VR invention: The Telesphere Mask, which to me looks much like an aluminum version of the Gear VR. And in a very real way, it actually was. The only real difference is that instead of connecting to a yet-to-be-invented smartphone. It linked to miniaturized TV tubes.

Heilig describes it in the patent filing as  “a telescopic television apparatus for individual use where the spectator is given a complete sensation of reality, i.e. moving three-dimensional images which may be in color, with 100% peripheral vision, binaural sound, scents, and air breezes.”

Dissecting the Turkey

The amazing device was (unlike the Sword of Damocles) light enough to wear on your head. With adjustable ear and eye fixings. Like Sensorama, the mask proved a commercial failure way ahead of its time. Even as the second coming of VR dawned in 2016. It remained an obscure footnote in the history of immersive tech. Morton’s widow, Marianne Heilig, repeatedly tried to donate the historic piece to a museum that would display it. But was flatly rejected by places such as the Hollywood Museum even when she offered it for free.

In an interview for Tech Radar back in 2016 she said the whole thing made her feel very sad and demoralized:  “I’ve almost given up on this whole thing, but I’m not just going to give it away after a lifetime of struggle. I’m still working just to pay interest on the debt because I refuse to go bankrupt,” she told Holly Brockwell at the time


While 3D cinema is still a thing, especially in Asia. Major manufacturers such as Samsung have pulled 3D TV from their offering. Signaling the demise of the once-promising format. Given the fact that a lot of the companies involved in developing these 3D display technologies, are also involved in making AR/VR headsets. We are also likely to see some of the key innovations “recycled” into new products.

It is difficult to envisage a future where we are still buying giant screens to put into our homes for much longer. However, when displays are already emerging that allow for high-resolution immersive content to be consumed anytime, anywhere.

Dissecting the Turkey 

The buzz around 3D TV hit its peak around 2010. With companies hailing its immersive powers as the future of entertainment. The fact that all that investment has turned into one massive flop. Certainly fuels arguments for VR naysayers who are keen to draw parallels between the two.

There are certainly some lessons to be learned around the fact that no matter how cool a technology might be. If it doesn’t hit a sweet spot between practicality, price, and compelling content. It won’t snare consumers! Certainly not in the numbers needed to make it “the next big thing.”

However, the straight-up comparison is rather unfair if we look at the broader spectrum of immersive technology! (i.e. XR and Spatial Computing rather than narrower AR/VR applications) as opposed to 3D TV’s very narrow utility scope.


Back in the early 90s, Sega attempted to get into VR. In a very similar way in which Sony has done with the PSVR. Building peripheral virtual reality hardware for its most popular console. But things did not go well for the gaming giant. The Sega Genesis VR headset was a gigantic flop that never even got a proper release.

Given that this all happened 26 years ago! (Don’t know about you. But as someone who can still clearly remember losing myself in those Mega Drive games. That makes me feel old). It does put into perspective just how far things have advanced over the past few years. There’s no doubt that for anybody who bothers to look into the history of VR. That it’s a slow burner with plenty of pitfalls that will trip even the mightiest companies.

Dissecting the Turkey

So what went so terribly wrong? In 1991 Sega began development on a home VR headset, the Virtua VR, which was later rebranded as Sega VR. The company introduced the headset  – with its rather sleek (in a retro sort of way). Wrap-around-glasses design – at the 1993 Consumer Electronics Show. With an announced target price of $200. It got broadly covered in the press. Becoming one of the most eagerly anticipated holiday product releases of the year.

Yet when it came to testing the device in action. There were severe problems with it causing widespread motion sickness. Something that the VR industry has been working hard to address even to this day. In the end, it seems to have been a classic case of PR panic! That caused the company to simply cut its losses and pull the plug on the release of the Sega VR. Some of the technology developed was eventually repurposed onto the company’s arcade machines. But it certainly steered clear of the consumer VR market since.

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Monster Hunter: IceBorne

The MASSIVE new Monster Hunter DLC – Monster Hunter: Iceborne is out now and it is amazing! We really got our teeth stuck into this one! If you’re a fan of Monster Hunter series you know exactly what you are getting yourself into and this new DLC is nothing short of fantastic! The Iceborne DLC brings players a whole new world, even more powerful monsters to hunt and challenging master rank quests! A brand new quest rank for seasoned players!

Monster Hunter: Iceborne: Summary

The Monster Hunter:Iceborne DLC is basically a brand new game in the form of a DLC pack, it’s so big!

The game revolves around the Research Commission noticing something unsual about a flock of Legiana fleeing from the Ancient Forest. They board the Third Fleet’s airship and cross the sea in pursuit of them. It is here where they discovered a new land, a new land which is locked beneath snow and ice. The Research Commission then embark out into the ice cold region known as the “Hoarfrost Reach”.  A new region completely unexplored and home to new monsters, and endemic life will be one of the Commission’s most important goals.

New Life

The new land that you have discovered, Hoarfrost Reach is a cold, inhospitable region. It’s covered in tons and tons of snow and ice. From the outside it looks inhospitable. Yet it is teeming with unique and endemic life.

Hoarfrost Reach has a variety of different areas to explore. You’ll uncover more and more parts of the map as you continue investigations. As you do so you’ll soon discover that the Hoarfrost Reach is the largest locale in MonsterHunter: World!

While unearthing different areas of the Hoarfrost Reach you’ll discover things such as Popo’s. Popo’s are herbivores with a thick coat which help fight against the cold. They are generally docile, but will run off in a heard if you attack them. Yet, the adult males of the pack will protect their offspring with their tusks if provoked.

The snow is so thick, it will sometimes reach your waist. Therefore it is up to you to pick hot peppers to craft into hot drinks to keep warm. Not only that a lot of the area is formed of layers of icy walls. Be careful of unsure footing and narrow passes. It may look beautiful but it can also take your damage you if you are not careful.


Monster Hunter: Iceborne The Monsters

Velkhana: An elder dragon with the power to freeze all in its path.

According to ancient legend, it can freely control the cold, and unleash an icy blast of breath.


This marine-blue brute wyvern uses its saliva to prime the sticky slime coating its massive arms, rendering it highly explosive.


The snow-white flying wyvern with huge tusks found in the frozen tundra. It uses its forelegs and tail to traverse ice with ease.

There are LOADS more Monsters you can see them by visiting Monster Hunter: Iceborne’s official website here!

Evolved Hunting Actions

In Monster Hunter: Iceborne you have got access to a whole new set of Hunting Actions! You have access to brand new moves, slinger combos and much more! For example the clutch claw is an extension of the slinger. The slinger will allow players to grapple on to monsters. Therefore allowing players to control the monsters movement!

Not only that you can grapple on to monsters with the claw. Then use special attacks with your weapons! Better yet you can use a brand new feature called “flinchshot” which will fling monsters forward!

Ever want to use your slinger whilst you have your weapon unsheathed? Now you can! Regardless of what weapon you have! There’s a whole heap of new weapon moves available to you in Iceborne which you can view videos of each one by clicking here! 

Raider Ride!

This new feature is really cool, you can use small monsters tailriders as modes of transport! Whistle to call one and then get ready to ride! Pin your destination on the wildlife map and you get transported immediately! However, if you don’t pin a destination the raider will find tracks so you can track a target whilst prepping for a hunt!

While you cannot control the monster directly whilst doing this, you are able to use your slinger, open your map, amongst other actions!


Seliana is a brand new base which has been built as the headquarters for investigations in the Hoarfrost Reach.

Seliana comes complete with a variety of facilities and features to rival Astera. Seliana is powered by the land’s plentiful geothermalenergy and features all of the same facilities that you are used to. Such as Ecological Research Center, the Smithy and the Resource Center. The layout is designed to ensure even easier accessibility to each of the different facilities.

There’s so much more to check out about your new headquarters, get an in-depth look at Monster Hunter’s Iceborne official site here!


You can purchase Monster Hunter: Iceborne here (This includes the original Monster Hunter World game, if you already own Monster Hunter World, you can purchase the add on through your prospective shop on your console PS Store / Xbox Store)

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Control is another one of those super cool games that just grabs you as soon as you see the trailer. This game is no different and it revolves around the manipulation of the world around you. So, think of it as like an urban superhero action adventure third person game. It looks fantastic and has got us very very intrigued!
Control is set in a unique and ever-changing world that juxtaposes reality with the strange and unexplainable. While, it combines Remedy’s trademark gun play with supernatural abilities.

Control: Plot

After a secretive agency in New York is invaded by an otherworldly threat. So, it is up to you, Jesse Faden, the new Director to regain Control.
The game challenges users to master their supernatural abilities, modifiable loadouts and reactive environments. To the best of their abilities to ward off the otherworldly threats. Remedy is known for deep and mysterious worlds and Control is no different.
Control is OUT NOW (27th August Release) and you can purchase it by clicking here!
Listen to the guys chatting about this by clicking here!

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Wolfenstein: Youngblood Launch Trailer

Judgement PS4

Judgement – Worth An Hour?



Haunted by his past, disgraced attorney Takayuki Yagami takes up arms as a private detective, clawing his way through Kamurocho’s underground crime network to investigate a string of grisly murders.

Judgement is created by the team that brought us the amazing Yakuza series. It’s an incredible game that brings you to the edge of your seat time and time again. It’s a physcological thriller, which will see the lines between justice and mercy teeter on the edge.

The game isn’t all run and gun action either. In Judgement you have to track suspects, discover clues and bring evidence to court. Consequently, also have to keep your witts about you though as those who seem to be your friend may be your foe and vice versa!

However, when there is action, there is action! There is Hollywood style action with combat sequences and cinematic twists that keep the action going. Which keep you engaged in the story! As there is a 2 different combat styles that you get to use, Crane Style, which allows you to mash up your opponent, street fighting style. Or play as the Tiger combat style and overwhelm opponents with powerful strikes.

Judgement Features

  • Dual Audio: Switch between the Japanese and English VO tracks at any point during the game. Experience Judgment using whichever language you prefer.
  • Dual Subtitles: Subtitles change based on which audio track is selected – Japanese or English. Japanese voice subtitles are presented in a way that represents the traditional Yakuza experience. While English voice subtitles match the English script.
  • Localization Pedigree: Furthermore Judgment’s localization has been handled in-house by SEGA of America’s talented Yakuza series localization team.

Judgment marks the first time in over 12 years that a game set in the Yakuza series universe has received an English dub for its Western release. A starstudded English voice cast brings Judgment to life. Greg Chun takes on the role of Judgment’s protagonist, Takayuki Yagami, supported by Crispin Freeman, Matthew Mercer, Cherami Leigh, Yuri Lowenthal, James Hong, Ed O’Ross, Amy Walker, Matt Yang King, Fred Tatasciore, Brian Mcnamara, as well as guest appearances by SungWon Cho, Cristina Vee, Max Mittleman, and many more.


So, what are you waiting for? Purchase Judgement by clicking here!

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330 E3 Special Part 2 w/Louise Blane

Star Wars Jedi: Fallen Order

14 Mins of Star Wars Jedi: Fallen Order

Star Wars Jedi: Fallen Order – Impresses at E3!

Star Wars Jedi: Fallen Order

14 Mins of IMPRESSIVE Star Wars Jedi: Fallen Order was shown off at E3! More in the first comment below!

Posted by How To Kill an Hour on Tuesday, 11 June 2019

A HUGE amount of gameplay was shown at this years E3 of a game that is highly anticipated amongst Star Wars fans. Star Wars Jedi: Fallen Order! 14mins of pure uninterrupted gameplay was shown, highlighting what the game will look like once it’s released this November. We are very very impressed here at How To Kill An Hour and haven’t seen a game like it for a while!


Star Wars Jedi: Fallen Order

Star Wars Jedi: Fallen Order is a single player, third person, action-adventure game that is being developed by Respawn Entertainment and published by EA. The game is set in the Star Wars universe shortly after the events of Star Wars Episode III – Revenge of the Sith.

You play as a former Padawan. A Padawan who is on the run from the Empire. However you myst complete your training before Imperial Inquisitors discover your plan to revive the Jedi Order. As with many Star Wars films and games, you are accompanied by a trusty robotic sidekick. As well as a former Jedi Knight you must escape the wrath of the Empire in a story driven adventure game.

A story which takes you across ancient forests, windswept rock faces and haunted jungles. With the benefit of being free to decide where to go and when to go there. As you progress through the game you are able to unlock new powers and abilities. Opportunities to open up to re-traverse maps in new ways. Even use the Force to augment the way that you explore.

You are also able to combat the Empire in a number of ways with the innovative Lightsaber combat system, partnered with the Force you’ll be working your way though the Empire in no time! This game looks very pick up and play like, but may need some time with it to truly master!


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