Buyers Beware: Fairy Tail Day 1 Patch Is Full of Censorship!
Intrepid pantsu hunters may want to hold off on installing that day 1 patch for Fairy Tail! When Fairy Tail launched several days ago, it did so with pantsu firmly intact. During certain character animations their skirts will ride high enough for discerning pantsu aficionados to catch a glimpse of anime waifu rear in full panted glory! Leading up to the game’s release all promotional footage showed this to be the case, and then on initial release players were able to sample the aforementioned pantsu in pure unmolested form. However, the situation quickly turned sour – people were installing the 1.01 patch and booting up the game, only to discover that their cherished pantsu were now nowhere to be seen!
I played the game from the moment it downloaded. At first there were in fact pantsu shots of lucy. Then the game updates to 1.01 and now it’s a fading to black area under the skirt. It doesn’t look bad but still weird they choose to do it at all when they said they wouldn’t censor it
The frames of animation leading up to the upskirt pantsu reveals are still present in the game, yet an impenetrable black mist is now covering the wholesome panted posteriors of the game’s heroines! This unwelcome bit of censorship applies equally to each of the game’s releases across PS4, Nintendo Switch, and PC. If this censorship was enacted because of the puritanical Californian censorship standards of Sony, then it means that the Marxists working there will have effectively managed to get a game censored across three different platforms, two of which are not even owned by Sony!
Eiyuden Chronicle Blows Past Funding Goals in Matter of Hours
As promised, here is a follow-up piece to catch up on the Eiyuden Chronicle details which became available after the Kickstarter went live. As indicated in the headline, the project swept past its funding goal of $508,399 in a matter of hours, and now sits comfortably at $2,550,177 USD. The team have been very up front about the fact that they are in negotiations with several publishers for additional funding on top of what is being raised here, however as part of negotiations they are making it clear that they will retain ownership of the IP, and will not be signing any exclusivity deals with the Epic Game Store, or any other platform.
The game will be released on PS4, PS5, Xbox One, Series X, PC, and whatever next gen system comes after Nintendo Switch. If Nintendo do not have a successor console available within the timeframe of Eiyuden Chronicle’s release window, then the team will have to make the difficult decision of whether to cancel and refund Nintendo backers, or try and convert the game to the Switch platform. The team has made it very clear that they very much do not want to have to convert the game to Switch, because they are using the Xbox One as the technical baseline of the game’s spec, and converting it to run on lower specification hardware is not easily done on a modest budget.
Last week we reported that the director of the original two Suikoden games, Yoshitaka Murayama, would be writing the game’s scenario, Osamu Komuta, the director of Suikoden Tactics and Suikoden Tierkreis, would be directing, and Junko Kawano, the original Suikoden character designer, would be returning to fill that role on this project. Now we can add the name Junichi Murakami, the director of Aria of Sorrow, to the mix. The Kickstarter page does not specify his role in the project, yet his staff bio highlights his art credentials, so he is probably going to serve as Eiyuden Chronicle’s art director.
The game’s soundtrack is going to be handled by the ever forgettable Motoi Sakuraba, of Tales and Star Ocean fame, along with Michiko Naruke, who composed the soundtracks of Wild Arms 1-4, but has not greatly distinguished herself beyond the Western-tinged tunes of those games. The game’s Kickstarter page also has a section for possible composers, which probably indicates that their involvement is contingent upon hitting some forthcoming funding stretch goal. Listed under this possible composers heading is Procyon Studio, which is Yasunori Mitsuda’s studio. That being said, Mitsuda employs other composers within his studio, so if Procyon Studio involvement is eventually confirmed, then that will not necessarily confirm Mitsuda’s direct involvement unless specifically stated. In fact, the sample track featured on the project page was composed by Mariam Abounnasr, who is a composer who worked under Mitsuda on the Xenoblade Chronicles 2 soundtrack. One gets the sense that if Mitsuda was going to personally contribute to the soundtrack, then his name would have been specifically mentioned.
Stay tuned to TDT for further Eiyuden Chronicle updates if and when they become warranted. At the very least we will probably have a stretch goal roundup when the project closes out.
Plans for PS5 Pro Already Seem to be in Place
Over the course of the current console generation we saw the PS4 Pro introduced once the fabrication process used in the manufacture of chips was shrunk, facilitating the creation of smaller, cooler chips. This enabled Sony to design a GPU with twice the number of GPU cores, which enabled the PS4 Pro console to run at much higher resolutions than the base console. Scaling up GPU resources to roughly double (for the most part) was a fairly elegant solution for making PS4 hardware that was capable of displaying greater than 1080p resolutions, however this move meant that the PS4 Pro manufacture process was unable to benefit from the increase in yield which comes with shrinking the fabrication process of chips.
When a batch of chips are manufactured there will inevitably be a portion of them with cores that are unable to operate at the required spec, making them unusable. Shrinking the manufacture process inevitably leads to a decrease in the number of unusable chips in each batch, leading to less wastage and more profit for the console manufacturer. By redesigning the PS4 Pro GPU to pack in a dramatically increased core count all running at a higher clock speed than the standard PS4, it meant that the PS4 Pro chip yields were not as efficient as those of the PS4 since they were demanding dramatically more performance from the silicon. It would appear that Sony have a way around this problem for the PS5 Pro though.
This week a Sony patent was discovered which pretty much details a process for SLI running in a console environment. On the face of it, the patent appears to detail a console which features two GPUs running in an SLI configuration, with each GPU either rendering alternate frames, or each GPU rendering half of each frame. Of course not every patent goes somewhere, and this may just be one of several avenues that Sony are exploring for their PS5 Pro, but it looks a lot like Sony already have a pretty solid plan in place for the Pro. Also, what this means is that as of right now Sony already have all the technology in place to begin creating a PS5 Pro, since it will essentially be powered by two regular PS5 GPUs ductaped together – though, granted, things are never quite that easy. Due to overheating issues the PS5 is already comically large and bulky, so to create a PS5 Pro that is both palatable and practical Sony will have to find a way to reduce the amount of heat that the system generates. This may result in Sony having to wait for a shrinkage in the chip manufacture process after all, however it is also possible that Sony engineers could work out a more elegant way to boost heat dissipation in the console, which could potentially lead to the reveal of a PS5 Pro sooner rather than later.