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‘Jurassic World Rebirth' Fan Premiere Screening – Win Tickets To Geek Culture Event
‘Jurassic World Rebirth' Fan Premiere Screening – Win Tickets To Geek Culture Event

Geek Culture

time4 days ago

  • Entertainment
  • Geek Culture

‘Jurassic World Rebirth' Fan Premiere Screening – Win Tickets To Geek Culture Event

Life finds a way, and so does Geek Culture. To celebrate the return of dinosaurs to the big screen, Geek Culture is inviting fans to a special Jurassic World Rebirth fan premiere screening. Together with UIP Singapore, we will be giving away 100 pairs of tickets to 100 lucky fans. This is your chance to experience the movie ahead of its official release, surrounded by fellow fans, with surprises waiting both on and off the screen. Set five years after Jurassic World Dominion , the latest chapter trades chaos for something more calculated and contained, but no less dangerous. Earth's ecosystem has rejected dinosaurs as permanent residents. Most survivors now dwell in remote, tropical zones far removed from civilisation. Years of failed experiments have bred horrors like the Distortus rex , a grotesque, six-limbed mutation of the original T. rex. It's part dinosaur, part nightmare, and it doesn't appreciate visitors. Enter Zora Bennett (Scarlett Johansson, Black Widow ), a covert operative pulled into a high-stakes mission on behalf of a mysterious pharmaceutical giant. She's teamed with paleontologist Dr. Henry Loomis (Jonathan Bailey, Wicked ) and ex-military leader Duncan Kincaid (Mahershala Ali, Moonlight ) for a mission straight out of a survivalist's worst nightmare. Their goal? Travel to a prohibited island in the Atlantic, the same one that once hosted the original Jurassic Park, and retrieve DNA samples from three of the largest remaining prehistoric species across land, sea, and sky. FAN PREMIERE SCREENING DETAILS Date: 1 July, Tuesday Time: 6:45 pm Location: GV VivoCity Hall 4 (Assigned Seating)

'Code Vein 2': Exploring The Past, Present And Human Connection Through Time Travel
'Code Vein 2': Exploring The Past, Present And Human Connection Through Time Travel

Geek Culture

time11-06-2025

  • Entertainment
  • Geek Culture

'Code Vein 2': Exploring The Past, Present And Human Connection Through Time Travel

This interview has been edited for clarity. What happens when you take the soul-crushing difficulty of a FromSoftware title and imbue it with a healthy dose of anime inspiration and fan service? The folks at Bandai Namco Studios must have had this thought front and centre while developing 2019's Code Vein , a hardcore action RPG Souls -like, which juxtaposed its grim, post-apocalyptic world and vampire themes with charming anime character designs and in-depth customisation features. Six years on and after much fan speculation, the team is ready to unveil the next chapter in the series, aptly titled Code Vein 2 , with lofty ambitions to not only innovate on what made the first so special to begin with, but to also introduce something fresh to the table with a storyline that crosses time itself. 'We are so happy to be able to finally announce this game after six long years, reconnecting with our fans and offering them something that can meet their expectations,' exclaims game producer Keita Iizuka in an interview with Geek Culture and other Southeast Asia media, who also worked on the original Code Vein and the 2021 anime RPG Scarlett Nexus . 'It's also great to be able to work again with the previous staff from Code Vein, like director Hiroshi Yoshimura and some staff from the previous team, to give all of our fans an exciting next chapter.' Game Producer Keita Iizuka To achieve this, the team looked towards two major touchpoints: introducing a new dual world mechanic and improving upon the original game's most innovative and beloved feature, the Buddy System. Following the original title's core narrative foundations, Code Vein 2 once again centres on a world ravaged by a phenomenon known as the Resurgence, which wiped out almost all of humanity if not for the power of immortal beings known as Revenants, who appear after long existing in the shadows of civilisation. Despite enjoying a brief period of relative calm, the world was once again driven to the brink of ruin by the Luna Rapacis, a sudden threat which drove some Revenants to madness, transforming them into mindless Horrors. Featuring an original standalone storyline, players will take on the role of a Revenant Hunter. Mortally wounded while on a mission, the protagonist is saved by a mysterious Revenant girl, who gives them half of her heart and brings them back to life. Together, they form a bond and set out to save the world. It's not just one world the duo has to save, either, as with the Revenant girl's unique power to travel to the past, the pair must now fix two timelines: the present, a land destroyed by the influence of the Luna Rapacis, and 100 years in the past, a world just recovering from the Resurgence and where the Revenants govern human society. 'A key motive for both Code Vein titles was the dramatic stories of the Revenants and their relationships with humans,' explains Iizuka. 'To this end, one of the main points of Code Vein 2 is to bring across the story of the two species' relationship in relation to the Revenant's immortality, and by adding on the time travel mechanic, we can further explore a land where Revenants are in power and how they interact with the humans.' That's where the past comes in, as it occurs at the peak of the Revenant's power after saving the world from the Resurgence. According to Iizuka, the team wanted to explore a different kind of story compared to the original, delving deeper into the background of the Revenants and how they went from being the world's salvation to the cause of its destruction. While the team were understandably tight-lipped about the game's plot points to prevent spoilers, they were eager to point out how they evolved its gameplay mechanics, specifically one of the original's most innovative systems: the Buddy System. Unlike most Souls -like titles, where co-op requires inviting a second player, Code Vein featured an offline offering as well, with the protagonist accompanied by an AI-controlled companion for the vast majority of the game. Players had access to a wide variety of Buddies, each providing their own set of unique skills and combat styles to complement a player's build, balancing out the game's punishing difficulty while providing an additional tactical layer to combat. 'We have taken into consideration the feedback on the Buddy System, and we understood that even though it was very well received in Code Vein , there was still something missing,' notes Iizuka. 'In Code Vein 2 , we've levelled up the Buddy System, including not only more interactions and ways to bond with your Buddy, but also building enemy and level design around the system, giving Buddies a renewed focus in terms of exploration and combat.' With his statement, fans can expect their Buddies to take centre stage in the game, potentially hinting at not only more Buddy options to choose from, but a wider range of support abilities for that added utility to suit more playstyles. As far as exploration is concerned, it's currently unclear how the Buddy System would come into play, although the game could very well take inspiration from Metroidvania titles in this regard, making it so that only certain Buddies can access special areas, encouraging players to plan ahead before embarking on one of the game's many dungeons. 'Also, it's optional, just like last time, and you can turn off the Buddy System to challenge the game solo, but please be warned that it will be very difficult,' Iizuka adds. Besides the improved Buddy System and the new time-travel-based narrative, players can expect more of what was introduced in the first title, now expanded and enhanced. Blood Codes, the game's version of a class system, is set to receive an upgrade that allows players more freedom to create their own character builds, supplemented with new combat tools like Jails, powerful equipment offering both offensive and defensive abilities, Formae, supernatural powers that transform a player's weapon attacks, and Bequeathed Formae, devastating weapons that channels all the powers of a Revenant. Despite all these improvements and additions, Iizuka remains adamant that Code Vein 2 will provide a familiar experience that fans of the original will know and love, just now wrapped up in a fresh new package. 'Underneath the unique setting of Code Vein 2 and its time travel aspect, it still retains the essence of what made the series so great. There might be new things you can discover, but its core elements like character design, combat, and general gameplay will still immediately feel familiar to returning fans.' Code Vein 2 is due out in 2026 for the PS5, Xbox Series X|S and PC. Kevin is a reformed PC Master Race gamer with a penchant for franchise 'duds' like Darksiders III and Dead Space 3 . He has made it his life-long mission to play every single major game release – lest his wallet dies trying. Bandai Namco Code Vein Code Vein 2 Geek Interview Souls-like

Magic: The Gathering – Final Fantasy ‘The Masamune' Card Preview
Magic: The Gathering – Final Fantasy ‘The Masamune' Card Preview

Geek Culture

time28-05-2025

  • Entertainment
  • Geek Culture

Magic: The Gathering – Final Fantasy ‘The Masamune' Card Preview

Are you looking for a magical fantasy during the summer holidays? You will find that (and a ton of fun) with Magic: the Gathering's newest and biggest set release since Lord of the Rings: Tales of Middle-earth. Set for release on June 14th, the Final Fantasy mega crossover is part of Magic's Universes Beyond line, and promises legendary heroes and villains, powerful equipment and an unrivalled sense of nostalgia for anyone who grew up playing the games. Geek Culture and Tap & Sac are thrilled to reveal a very special preview card that even casual Final Fantasy fans will recognise: The Masamune! What's the Big Deal with The Masamune and Who Uses It? The Masamune is one of the most iconic weapons across franchise history, wielded none other by Sephiroth, the big bad of Final Fantasy VII. More than just a normal odachi blade, it symbolises his might as the game's penultimate and final boss – while its handle is long enough to accommodate both hands, Sephiroth carries it single-handedly due to his incredible strength. Advertisement ▼ Much of the detail is carried over to the card design, including its gold-coloured tsuba, or guard, and curving angle, which varies across depictions but is never entirely straight (as seen on the left). The top-down perspective, with its tip pointing at the player, also references his infamous method of impalement instead of slashing, the traditional way of using the weapon. Meanwhile, the side stance Sephiroth adopts in the later games is reflected in the other card, showcasing a slightly lowered blade that falls under its own weight. How is The Masamune as an Equipment in Magic? The Masamune is no slouch and certainly lives up to its name as Sephiroth's legendary weapon. When equipped, the creature wielding it gains First Strike and must be blocked if able. While it doesn't have any triggers when dealing combat damage to a player (unlike other swords such as Sword of Fire and Ice), The Masamune supplies an additional benefit: 'If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time.' Advertisement ▼ That was rather wordy, so it's worth noting a few things: The Masamune must be equipped onto a creature for it to be in effect. The extra triggered ability only applies to the creature that The Masamune is equipped to. If the creature doesn't have any triggered abilities, then The Masamune is merely a glorified long sword. Likewise with emblems, you need to have a death-triggering emblem for an extra triggered ability to happen. For example, The Masamune will not work with most emblems (like Chandra, Torch of Defiance's emblem), but will work with the also-new Sephiroth, One-Winged Angel's emblem How Does The Masamune Compare with Other Strong Magic Swords? Swords are the most-loved Equipment in Magic history, and as you would expect, is very well represented. There have been some very strong swords that have become just as mythical in Magic's lore as a sword as The Masamune in the Final Fantasy realms. Let's look at two other famous Magic swords and see how it compare with The Masamune. Sword of Feast and Famine Arguably one of the most powerful swords among the 10 of its cycle, Sword of Feast and Famine gives equipped creature protection from black and green, and +2/+2 stats. After connecting with a player, you get to untap all your Lands and force the opponent to discard a card. In short, every granted effect is going to get you ahead, especially when you can untap all your Lands and cast another few spells. Protection from two colours is also tough to get around, giving your creature added resilience. The Masamune, on the other hand, doesn't offer any protection or evasion, but instead goads the opponent to block. With First Strike, there's a pretty good chance your creature will come out victorious. A Final Fantasy deck filled with death triggers will find The Masamune more useful, but in nearly every other scenario, Sword of Feast and Famine is going to be top pick. Sword of the Animist Another fan-favourite of Magic players, Sword of the Animist fits into the utility category, able to expand your mana base by searching for a Land and placing it directly onto the battlefield. The +1/+1 buff is not going to be that much of a game changer, but it's offset by the sword's low 2-mana cost and equip. The Masamune is clearly a better offensive tool than Sword of the Animist, and depending on what creature you have equipped, The Masamune can also outshine Sword of the Animist in pure value. For example, a Zulaport Cutthroat with The Masamune is going to be draining each opponent for 2 life instead of 1 when it triggers. That could happen any number of times you can muster, rather than just once per attack as is the case with Sword of the Animist. End Step The Masamune is certainly going into every deck with Sephiroth, just for the sheer pleasure of having him swing his iconic sword, not to mention its ability synergises perfectly with Sephiroth, One-Winged Angel's emblem. For most other decks, The Masamune is going to be quite situational and falls lower in the pecking order of powerful Final Fantasy Equipment. But with the Buster Sword also an actual Magic card, clashing both blades in a game would be a wonderful treat.

Anno 117: Pax Romana – 6 Epic Thrills Of Governing Your Own Roman Empire
Anno 117: Pax Romana – 6 Epic Thrills Of Governing Your Own Roman Empire

Geek Culture

time20-05-2025

  • Entertainment
  • Geek Culture

Anno 117: Pax Romana – 6 Epic Thrills Of Governing Your Own Roman Empire

Ubisoft Mainz is set to redefine the historical, economic simulation and strategy genre with Anno 117: Pax Romana , an ambitious city-building game that promises to transport players into the heart of Rome's most fascinating era. Far from a traditional strategy title, this game offers players the exploration of empire-building during a time of relative peace and expansion. The development team's vision for the game goes beyond mere construction. Players won't just be building structures or manage resources, but also be able to establish an entire civilisation, with added cultural dynamics. As a newly appointed Roman governor, players will navigate complex political landscapes across two richly detailed provinces – Latium and Albion. The Latium province. Latium represents the quintessential Roman experience, with sun-drenched Mediterranean landscapes across rolling hills and vibrant coastal settlements. Meanwhile, Albion offers a more mysterious frontier, blending Celtic traditions with Roman conquest. The Albion province. The game's core innovation lies in its dynamic choice system. Every decision impacts your empire's development, whether you're fostering cultural integration, managing economic growth, or balancing diplomatic relationships. No two playthroughs will be identical, ensuring significant replay value. With a small but passionate team of just 110 developers, Ubisoft Mainz is crafting what could be the most immersive Roman Empire simulation to date. Launching simultaneously on PC and console this winter, Anno 117: Pax Romana isn't just a game, but a time machine to history's most complex civilisation. During a special hands-on preview for select global media held in Rome, Italy, Geek Culture got an exclusive sneak preview at a work-in-progress build of the game, to explore the first few hours in the Latium province. Even though not every aspect of the game build was playable, we did manage to learn quite a bit more about what fans of the long-running series, which made its debut in 1998, can expect from the game. Here are six exciting new features which strategy and city-building game fans should appreciate when the game hits shelves later this year. The eight attributes used in Anno 117: Pax Romana provides a comprehensive system for managing your Roman Empire's development. Money represents economic resources, while Population tracks the number of workers and city inhabitants, and Happiness measures citizen satisfaction. Cities reflect urban growth and development, while Health prevents diseases, and Knowledge indicates educational levels and technological discovery speed. Meanwhile, Piety reflects the population's devotion to gods and their divine benefits. But that's only seven because the eighth attribute remains a tantalizing mystery, hinted at by the developers but will only be revealed in future updates. These interconnected attributes create a simulation where each aspect of your settlement impacts its overall success, allowing players to strategically balance economic, social, and cultural factors in their empire-building journey. In the game's religion system, players must strategically select deities that align with their gameplay style and objectives, considering the unique bonuses each god provides. For example, Neptune, Roman god of the sea and fresh water, enhances maritime capabilities with faster ships and improved fishing, while Mars, god of war, boosts military performance through more loyal soldiers and reduced combat costs. The new shrine building placement allows players to offer tributes to multiple deities across different islands, creating complex religious strategies that multiply bonus effects empire-wide. Meanwhile, the global system tracks deity popularity, potentially granting empire-wide benefits if a particular god becomes dominant. This polytheistic approach enables cultural flexibility, letting players incorporate deities from various traditions like Roman and Celtic pantheons without locking them into exclusive choices. Ultimately, the religion system becomes a strategic tool where players can craft their empire's spiritual identity while gaining tangible gameplay advantages tailored to economic production, military strength, or cultural development. Ship customisation is a historically authentic and innovative feature in Anno 117: Pax Romana that allows players to build ships modularly, reflecting ancient maritime construction techniques. During that era, ancient civilisations didn't have diverse ship types like frigates or clippers, but instead built basic hulls and added components as needed. The game's system lets players customise their ships by adding different attachments, such as rovers, masts, and combat elements. Players can create faster ships by removing oars, add multiple masts, or equip combat-focused modules. This approach provides depth for micromanagement-loving players while offering pre-designed blueprints for casual gamers who prefer a simpler experience. The modular ship customisation not only adds strategic complexity but also maintains historical accuracy, allowing players to craft unique vessels that suit their gameplay style and reflect the innovative spirit of ancient maritime engineering. The developers aim to create a deeply integrated combat system where land and naval power are interconnected, so players don't simply buy military units, but must consider population, resource management, and strategic deployment. Different deities like Mars can provide military bonuses, while naval strategies with Neptune can enhance ship capabilities. The combat system is designed to be another strategic tool, not a mandatory path, allowing players to choose diplomatic or economic expansion if they prefer. By tying combat mechanics closely to core gameplay elements like population, resources, and cultural attributes, the game offers deep tactical choices that reflect the complexity of managing a Roman Empire. The diagonal street and building placement system allows players to create more organic, natural-looking city layouts compared to previous Anno games. The system enables players to build more creatively, with the ability to fit farm fields into the gaps between meandering streets and create more strategic placements like building resource camps in forests. This approach breaks away from rigid grid-based layouts of old, making city construction feel more fluid and realistic. The diagonal system is designed to enhance both the aesthetic beauty and functional efficiency of city-building, giving players more freedom to design their settlements in a more natural, less constrained manner. 24-Hour Day & Night Cycle The new and improved 24-hour day and night cycle is designed to add depth and realism to the game's visual experience. With the addition of volumetric clouds, atmospheric weather effects, sparkling lakes and rivers, and even lavender fields help create a sense of wonder and immersion for players. The cycle helps make the game world feel more alive and dynamic, allowing players full control over how the environment changes throughout the day, from morning light to evening shadows. This feature contributes to the game's goal of creating a majestic, timeless world that feels both beautiful and realistic, enhancing the overall visual storytelling of the game. Anno 117: Pax Romana releases this winter on PC, PlayStation 5 and Xbox Series X|S. Yonk is a geek who is fortunate enough to have an equally geeky Star Wars fan for a wife, who owns a LEGO Millennium Falcon encased in a glass coffee table as their home's centre-piece. Anno 117 Anno 117: Pax Romana Ubisoft

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