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Tekken 8: The Unique First Interview with Katsuhiro Harada – ‘A Turning Level’

About To Play by About To Play
September 15, 2022
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In a room excessive above downtown Tokyo, Bandai Namco Leisure common supervisor Katsuhiro Harada is on the brink of exhibit Tekken 8. He’s exchanged his customary sun shades for a face masks as the sport’s debut trailer performs on a tv subsequent to him.

Describing the trailer because it performs on loop, Harada explains how the scene – which depicts sequence mainstays Kazuya and Jin battling amid rain, lightning, and crashing waves – units the temper for one more climactic second within the long-running sequence.

“Tekken 7 form of showcased a showdown of the 2 Mishimas, however it was Heihachi Mishima and his son Kazuya. Now we have form of progressed down the timeline so that you just’re seeing the face-off once more between father and son, however totally different characters: Jin Kazama in opposition to his father, Kazuya Mishima,” Harada says.

Introduced earlier this week, Tekken 8 picks up one in every of gaming’s longest operating cleaning soap operas for a brand new era of consoles. Followers are speculating on the character of the imagery peppered all through the trailer, and Harada is completely happy to offer some solutions whereas withholding others.

“You possibly can see the chain impact the place it then breaks after which types into Tekken 8 – 8 portion for the emblem. We did not simply try this as a result of it appears cool, however there’s really very sturdy story parts which are tied to that,” Harada explains “This sort of chain motif has been seen up to now with Satan Jin, for instance. It is because Jin’s not solely actually conflicted due to his Mishima roots within the bloodline, but additionally Satan Gene inside him and the way it form of takes management over his life. So exhibiting the chains break free is form of exhibiting Jin turning into freed from all these items which are proscribing him. He is pressured to form of face these parts of himself, however on the similar time to face a part of that which is his father in this type of showdown.”

However it’s Tekken 8’s transition to Unreal Engine 5 that has Harada most excited. To Harada, the entries which have accomplished essentially the most to push a console’s {hardware} have all the time been essentially the most profitable. He talks at size about how “all of the fashions and the whole lot from Tekken 7 have been completely discarded,” leaving the whole lot to be rebuilt in Unreal Engine 5 from the bottom up. He factors to the rain and sweat rolling down Jin and Kazuya’s faces, and describes the way it’s totally different from its predecessor.

“Tekken 7 had one thing that appeared comparable; that when the character fell down or throughout the battle, they’d seem like sweating or one thing. However that was only a parameter within the recreation in the way it was displayed. That is really the primary time that we’re taking rain and out of doors results and having that impact of rolling down the characters fashions. And never simply that, however once they fall down on the bottom, their clothes will get soiled because of this. So you possibly can see the form of outcomes of the battle on the character fashions,” Harada says.

Over the course of a 90 minute unique interview with IGN, Harada talks about working with Unreal Engine 5; discusses urgent questions on accessibility choices and mechanics (although not rollback netcode, which he feels is simply too early to speak about), and the place the story goes from right here. He additionally talks in regards to the state of preventing video games generally and why he thinks they’re in a greater place than many individuals assume.

Proceed onward for the total interview with Harada together with two new unique screenshots for Tekken 8.

IGN: You’ve made lots about Tekken 8 being on next-gen know-how. Are you able to inform me about what it has been like to make use of Unreal Engine 5 for the primary time, attending to grips with it? You had been speaking about the actual time reflections and the rain rolling down and the whole lot, however speak to me about among the extra delicate points of working with Unreal Engine 5.

Katsuhiro Harada: It is a very tough query. From a developer’s perspective, not only for us, however builders generally within the business, it is totally different from the tip customers’ impression, the place form of like an iPhone 4 was getting used up till a sure date after which, “Okay, now the iPhone 5 is out, it is superior, it is model new, the whole lot works so significantly better.” That is form of the impression that your common person has when this new Unreal Engine 5 comes out. However in actuality, it isn’t that case in any respect. It is prefer it’s a unbroken course of. Clearly, we did not simply begin creating a recreation on UE5. UE5 was introduced fairly a while in the past, however we’ve not seen video games for it but.

So we began on UE4 and steadily began porting sure parts of the sport over into UE5 and in addition confirming the outcomes. Like, “Okay, oh wow, the graphic stage on this specific space improved tremendously.” After which different areas as properly – the issues which are necessary for a preventing recreation: the response time…these form of issues are stuff that we have been porting out into the sport after which determining what to anticipate in that space as properly. And we’ve been working carefully with Epic to determine how one can optimize a few of these processes for enter. So we’re simply beginning and it is going to proceed any longer.

IGN: Are you able to speak to me in regards to the early planning phases of Tekken 8? What had been the discussions within the room with the group?

Katsuhiro Harada: Yeah. I imply, clearly, as you possibly can see within the trailer, the graphics are one thing that we actually centered on. And I do know that sounds form of trite, however for those who look again on the franchise and see the place it did properly – like Tekken 3 on the PlayStation 1, perhaps Tekken Tag Event on PS2 – there was the number of modes and the gameplay that individuals appreciated, however an necessary facet has all the time been the form of graphics folks can count on on new {hardware}. And never simply from a sure section of the group or viewers, however from PlayStation followers generally, from informal gamers to hardcore preventing recreation fans. All the pieces was in regards to the graphics at first.

Through the PlayStation 1 days, simply to have a recreation at the moment be in polygons and make it appear to be a showpiece of know-how, was one thing that actually drove the viewers for the sport. And we felt that in any case these years, that is one thing that hasn’t modified. So we actually determined what we wished to do with the graphic benchmark of the sport, what the tone of method was going to appear to be visually. All of that stuff was one of many first issues I feel we mentioned originally of the challenge.

IGN: As we head into Tekken 8, I am questioning for those who can share your perspective on the place Jin and Kazuya are proper now as characters?

Katsuhiro Harada: Tekken’s story has all the time been in regards to the Mishimas and their blood feud, and Tekken 7 showcased Heihachi Mishima and Kazuya and the showdown that happened there. And that completed with that installment. So now we’re exhibiting everybody a pinnacle of the story from the beginning of the marketing campaign, however that is exhibiting the remaining Mishimas, the 2 of them, the one ones left, and then you definately’ve acquired Jin Kazama and what he is making an attempt to attain.

So whoever wins that is going to have a huge effect on the destiny of Mishima bloodline, which is a turning level for the franchise for those who have a look at it that means. We have all the time up till now had all these totally different characters within the Mishima clan preventing one another in lots of storylines, and it is all the time been unclear how it could play out. However with Tekken 7 you noticed some conclusion to a few of these items, and now you are left with this most important showcase between [Jin and Kazuma]. So we really feel that it is going to actually create a turning level within the sequence for individuals who witness it.

IGN: Crew Kazuya right here.

Katsuhiro Harada: [laughing] It is fascinating how even the fan base is sort of… It is divisive, whether or not you are in Camp Kazuya or Camp Jin. Lots of people all through the sequence, they love these villains that Tekken does fairly properly, so are massive followers of Kazuya. However on the similar time, Jin has his loyal supporters. I acquired a number of suggestions from the followers that they weren’t completely happy about Jin virtually being a villain in Tekken 6. So folks really feel strongly someway about these two.

IGN: How did you are feeling in regards to the response to the Rage system in Tekken 7? And can Rage Arts and Rage Drive be returning for this entry?

So concerning rage arts or rage generally, we first added the Rage system, after which such as you’re saying, Rage arts, et cetera, had been added for Tekken 7. So initially after we added Rage, there was a number of backlash as a result of folks thought 3D fighters have fight mechanics in-built the place for those who’re getting broken, you get some form of meter that builds and lets you do extra assaults. The place earlier than Rage was carried out, Tekken did not have something like that, so folks thought that 3D fighters shouldn’t have that form of stuff – that the one strategy to win was by being higher than your opponent. And what was seen as a comeback mechanic was not very fashionable at first when folks discovered about it.

Quick-forward to Tekken 7, and we’ve got the Rage Arts, Rage Drives, et cetera, and folks had that very same form of opinion, the place they do not assume it match. However perhaps three months after the sport was out and folks had had time to digest it and play sufficient matches, the opinion drastically modified to, “Hey, that is really a great addition to the sport. It makes it extra thrilling each to play and to look at.” So from that perspective we really feel that it labored out fairly properly for [Tekken 7]. Relating to [Tekken 8], that is one thing that, sadly we will not discuss what is going on to occur with the sport mechanics as we speak. That is one thing that we hope folks will sit up for at a later date.

[W]hoever wins that is going to have a huge effect on the destiny of Mishima bloodline, which is a turning level for the franchise for those who have a look at it that means


“

IGN: Will there be an arcade model earlier than an up to date console model like earlier Tekken video games or will it go straight to console?

Katsuhiro Harada: Sadly, for the platforms, we are able to solely speak in regards to the ones which are introduced proper right here. PS5, Xbox Collection X|S, and Steam. What we are able to say is that that is the primary time within the historical past of the sequence that we have introduced a console model first. In order that in itself is sort of notable. And that is all we are able to say at this level.

IGN: The trailer appears to indicate expanded slow-mo throughout the precise recreation mechanics, not simply on the finish of the spherical. And I am questioning for those who can touch upon that?

Katsuhiro Harada: That is one thing we will not actually touch upon decisively as a result of really we had factors of gradual movement in Tekken 7 exterior of what you had been mentioning – the place you will have low well being, et cetera – it simply wasn’t as pronounced so folks did not discover it as a lot. It appears cool to have gradual movement throughout the matches, however you possibly can’t simply put it in everytime you wish to, as a result of it appears cool…it will get in the best way as a result of it slows down the tempo, et cetera. So there is a actually superb steadiness that it’s a must to obtain, and that is one thing that is not been mounted or locked in but. So we will not say both means for the time being.

IGN: I do know it is nonetheless early, however a giant query that’s being requested by a number of followers is, how a lot customization can we count on? One thing on the extent of say Tekken Tag Event 2, that form of factor?

Katsuhiro Harada: In order that’s an fascinating matter as a result of I used to be simply joking that I ought to have by no means included customization. It was included for [Tekken 5] and I did not assume that it was going to be such a factor till after it was launched and everybody simply actually took to it. Such as you stated, [Tekken Tag Tournament 2[ and even Tekken 7 had a lot of options, but people still want more. We brought up that the people who want more sometimes build their own mods and customization is even crazier. So it’s just amazing how much people are really into customizing their character.

I have a theory that fighters like Street Fighter and others usually have just set skins because they saw what we have to do to develop customization and how intensive it is on resources. They’re like, no, we’re not going to do that. That’s my theory.

IGN: How satisfied were you with the guest characters in the previous installment?

Katsuhiro Harada: We were quite happy with the results. When we first announced guest characters, the fans were just so shocked, both good and bad. But just that reaction that they got from first seeing it was really satisfying. It was ultimately a win for us because they did quite well. It was a win for the fans because they got something brand new and different for the series, and it was a win for the IP owners because they saw what we made and they saw the reactions from the fans and they were really happy about the results of it. So I think everyone in general, all around, was quite happy with the guest characters and how they turned out for Tekken 7.

There was one drawback. The president of our company, [Yasuo Miyakawa]… it was his first time ever going to EVO in Las Vegas. He had a kind of field areas, the VIP seating, and we had been watching the primary match of the sport. Usually I’d sit subsequent to him and clarify the gamers, the characters they had been utilizing, the technique, et cetera.

However it was humorous as a result of at that very same time, simply out of the blue, [Yasuyuki Oda], who used to work at Capcom…he was at our VIP space and he sat down with the president and stated, “Hey, I am Oda, good to fulfill you.” After which he sat down and as a substitute of me explaining what is going on on, he was mentioning Akuma from Road Fighter, Geese from the SNK sequence, and so on. So he was fairly entertained to see that, however it was like, wow, that is one of many issues it’s a must to be careful for with visitor characters I suppose.

IGN: Is that this one thing you can see your self doing once more for Tekken 8?

Katsuhiro Harada: We’re not speaking about wanting the visitor characters to hold round for Tekken 8, however generally – not even only for Tekken, however generally – it’s one thing that we’re actually completely happy we did as a result of it is good to get that form of motivation from working with some new materials and in addition simply the connections that you just make with different folks in doing so.

I introduced up that working with Oda-san from SNK and the way we had him on our panel at Comedian Con one yr and that constructing these relationships can be a very cool a part of working with different corporations. It is clearly one thing that we take pleasure in doing, and if the followers take pleasure in it, it is one thing that we might take into account once more. That is so far as we are able to go.

IGN: You lately labored with Sakurai-san to place Kazuya to Smash Brothers. What was that have like and did it have any impression on Tekken 8?

Katsuhiro Harada: So working with Sakurai-san, you talked about collaboration on the character Kazuya, however really, Bandai Namco Studios, once they had been creating Smash Brothers… Sakurai-san was there on a regular basis, simply usually coming to work, I suppose you can say. So we knew fairly properly what to anticipate and his persona. And even that stated, we had been additionally shocked when it got here time to make Kazuya for Smash Brothers, as a result of we thought since we are the consultants at Tekken, perhaps he will ask what is the factors that I must positively get proper to make this really feel like Tekken, however really that wasn’t the case. He had already had his personal ideas about what makes Tekken “Tekken.” So it was stunning but additionally refreshing to see that he got here in and did not ask questions, however stated, “I’ve performed a number of Tekken and studied it, and that is what I really feel is necessary for the sport,” proper off the bat.

In order that was fairly a shock, I imply in a constructive means. However then additionally it made us assume that he has all these characters from different totally different franchises and video games in Smash Brothers, so to know a lot to a deep extent about all of those totally different IPs to have the ability to try this… he is in all probability the one one that might correctly make that recreation. In creating Tekken sequence we all the time have a look at varied totally different preventing video games or different video games exterior the style and take into consideration what to perhaps draw from that have. However he simply went a lot deeper on all of them, we thought there’s nonetheless lots we are able to study ourselves from totally different merchandise exterior of Tekken by his instance.

IGN: As you put together to launch Tekken in 8 onto PS5 and Xbox Collection X, Road Fighter 6 can be popping out. What’s the state of preventing video games generally in your opinion?

Katsuhiro Harada: Properly, that is an fascinating query as a result of preventing video games are perhaps essentially the most well-known for the interval from mid-late ’80s up till the tip of the twentieth century…A few of the youthful gamers now have this impression, though inaccurate, that the preventing recreation viewers has shrunk as a result of there are fewer titles, however that is not essentially the case. We used to have much more center sized preventing recreation titles that got here out again in that point that perhaps you do not see that exact group anymore. It is gone largely to a number of a lot smaller indie titles which are doing perhaps 2D preventing video games or one thing like that, or simply these large IPs like Tekken and Road Fighter.

So it isn’t like Tekken or Road Fighter or any of the massive ones are promoting much less copies. Oftentimes they promote extra. It is simply the impression of among the followers that that’s the case. After which there’s different modifications within the style as properly from a enterprise mannequin perspective. A whole lot of these titles had been within the arcades, after which steadily we noticed some titles that may not do an arcade launch and would simply go straight to console. So there was that shift of how can we go from an arcade recreation the place you are placing in 100 yen…to promoting a console model. It is a full package deal that has the whole lot that entails.

So there was that change that occurred, after which now we’re seeing… I’m fairly fascinated with what is going on to occur with [Riot Games’] Challenge L. Perhaps there’s one other shift in the best way preventing video games with its enterprise mannequin. I do not assume they’ve stated but, however they sometimes do free-to-play titles. So in the event that they try this with Challenge L, how that may change writing video games is one thing I’m fairly to see what occurs.

IGN: It looks as if that is such a giant second – you known as it a turning level within the story, and you’ll see it within the tornadoes and the waves and the ships crashing to emphasise that. Can we count on an expanded story mode, particularly since that has develop into extra frequent not too long ago?

Katsuhiro Harada: So that just about falls into one thing else I’m not allowed to speak about. The extra we speak, the extra particulars that we will not contact on come out. However I suppose what I can say at this level is that Tekken 7 had a narrative mode and the sport was actually well-received from the followers and bought, I feel, 9 million copies. We’re virtually happening to 10 million quickly. So I’d say that one thing that was extremely evaluated within the earlier installment is not one thing that we’re trying to shrink. Not simply the story mode, however another mode or possibility. The followers count on that what was there may be going to be higher within the sequel, we hope, and we notice that and we’re making an attempt to dwell as much as these expectations..

IGN: What has it been like working with the PS5 versus the Xbox Collection X versus the PC in the midst of creating this recreation?

Katsuhiro Harada: It is unfair that they are so succesful…I’m an enormous PC gamer. I really prefer to construct my very own PC. So for me, constructing a tricked out PC and having that graphical edge or efficiency edge to play a recreation is all the time one thing that I prefer to expertise. So one of many issues that’s fairly stunning was simply how succesful each consoles are for such a low value level in comparison with constructing a PC. In order that’s why I stated it is unfair that the consoles are that good at that value level.

IGN: Once you say that you’re rebuilding the whole lot from the bottom up, that is actually formidable and I am questioning what are the pitfalls that you just’re making an attempt to keep away from to make sure that this goes in addition to doable?

Katsuhiro Harada: There’s dangers and pitfalls, but additionally areas that we’ve got a number of confidence in. For instance, one motive we felt assured to simply make the graphics from scratch is that we’ve got so many veterans on the group. Most individuals have been on the sequence for 10 years or extra – many even 20 years. So everybody has a really thorough data of Tekken and what makes it nice and what makes it pop with the followers, but additionally sufficient expertise to keep away from the extra frequent pitfalls…However then irrespective of how a lot of a veteran you might be, there’s all the time that superb steadiness that it’s a must to break issues so as to create one thing new. So how a lot you break and the way a lot you rearrange the components and construct it into one thing new is all the time a recipe that nobody actually has a transparent lower reply to.

For instance, if we do not break it sufficient, then folks will likely be like, “Okay, it isn’t a model new recreation, it is Tekken, a brand new season or a 7.5 or one thing.” If we break it an excessive amount of, then you definately would possibly take away among the parts that individuals loved from the franchise. So it does not matter how a lot expertise you will have, that is all the time a really tough process and nobody has the reply to it. Which could sound unusual as a result of many individuals assume the gamers have the reply, however they do not. They only react to whether or not they like or don’t love one thing so they do not have the reply. In the event that they did, it could be very straightforward to simply go ask everybody what they need and to make it.

That stated, it is extremely necessary to collect suggestions as a lot as doable from a wide range of totally different teams, however what you do with that suggestions is definitely extra necessary. So it’s extremely tough.

If we break it an excessive amount of, then you definately would possibly take away among the parts that individuals loved from the franchise.


“

IGN: There’s been a motion towards making preventing video games extra accessible. For instance, Road Fighter 6 added simpler instructions so extra folks can play preventing video games. I am questioning what your take is on that heading into Tekken 8, particularly on condition that Tekken is such a technical sequence.

Katsuhiro Harada: The very first thing I ought to say is that that is in relation to a one-on-one recreation, a preventing recreation. Not a multiplayer or versus recreation. For those who’re simply speaking about on paper, in fact, for those who make the controls less complicated, it ought to be extra accessible. However that it’s simply eradicating one step and you are still going to hit a brick wall finally. As a result of as soon as you are taking away that execution or the inputs or no matter you wish to name it, you are still going to not have the ability to be a greater opponent. For instance, there’s Othello, which I feel you name Reversi in English – the black and white chips which are on the board. That is very accessible. There isn’t any problem in inserting them; all of it comes right down to technique. But when somebody’s higher than you, they will beat you anyhow. You are still going to have these feelings of being completely happy once you win or unhappy once you lose.

So once you take away the execution, you are simply transferring them there, however they nonetheless aren’t going to have the ability to beat somebody who’s higher than them except the sport relies extra on luck or one thing like that. However that has different issues as a result of then you definately’re not capable of win off your individual talent. It simply comes right down to probability.

So it is fairly tough to say it that means as a result of I suppose it’s good for everybody if inputs are simpler. However folks do not understand that that is simply going to place them on the subsequent step the place they nonetheless have to sit down down and learn the way the sport works after which methods and all of that. That simply taking button inputs – making it less complicated is not going to make you higher on the recreation.

IGN: So from what I am gathering, you do not intend to pursue accessibility options in Tekken 8?

Katsuhiro Harada: No, I did not say that. It’s simply my emotions on a subject that is typically mentioned by the group. For [Tekken 7] we did really use these form of inputs. I do not know for those who recall, however the Rage Arts… there’s instructions to do it usually, however you are able to do it with only one button on the console model. There’s additionally extra simplified instructions the place Electrical Wind, God Fist or a few of these extra fashionable strikes that require instructions, you are able to do with only one button. You possibly can really use R1 to shift between totally different strikes with one button. So we already had these options in Tekken 7. What we’re doing in Tekken 8 we will not discuss.

Nevertheless, I’ll additionally say in comparison with different combat video games, one factor that is totally different in Tekken is that there is a number of freedom within the timing of the inputs. Paul has this step the place he goes, after which once you push the suitable punch, he does the Dying Fist. The participant can really change the timing on when it comes out relying on once they enter it. That is one thing that provides extra freedom to the gamers transferring within the recreation. So if that had been dropped in favor of getting extra simplified inputs, that may really take away among the freedom. In order that’s one thing that is totally different from different video games. That is uniquely Tekken. That may be a problem to consider.

IGN: Once you look again on virtually 30 years with Tekken, I am simply questioning what sort of feelings that leaves you with and the way that leaves you feeling as we head into Tekken 8?

Katsuhiro Harada: It is modified through the years. I imply, once I first began it was extra about creating one thing that I appreciated or enhancing and making it higher to match what I assumed it may very well be. After which half means by there was a interval the place I wished to point out everybody round me that I knew essentially the most about preventing video games and I liked that style greater than anybody else, which sounds form of juvenile now, however on the time I felt fairly strongly about that.

However then through the years there have been extra alternatives to journey overseas to varied exhibits or tournaments. With the web being so massive now, it’s doable to simply work together with the fanbase and the group and to collect all this suggestions and their opinions about what we have made.

Then I drifted in direction of having to dwell as much as these expectations that everybody’s constructed up concerning the franchise. For Tekken 7, it felt like my life’s work…it may have been the final installment, so I needed to make it the perfect it may very well be. However then it was launched and it did very well and now it is like Tekken 8’s acquired to be even higher than Tekken 7 so there’s no regrets from me or any of the workers on the group. It is one thing we continually discuss – this may very well be it, so that you higher give all of it you will have.

IGN: You speak typically about how this can be a story that is been virtually 30 years operating now. Have you ever imagined an ending to it? Do you will have an ending in your head?

Katsuhiro Harada: I really had the ending form of plotted out in ’96. I used to be writing down the story and pondering, okay, we’ll in all probability have yet another after this one and, that is how it is going to be wrapped up. However then as I used to be making it, I assumed that video games may very well be made actually rapidly. I feel the quickest I’ve ever made a brand new recreation is perhaps in six months. So I assumed if I may make much more installments at the next tempo, then we might be completed. However then it turned out improvement stretched and then you definately simply had an extended interval between video games that it took extra time than I assumed.

Within the meantime you will have all these new workers becoming a member of in partway by who provide you with new concepts for that exact installment, which places the ending off even farther. So it simply grew from there. So the ending, I didn’t see it taking this lengthy to get there. I had one again then, however it’s simply steadily grown together with the sequence. If there’s an finish, it’ll be once I’m buried, at any time when that’s.

One other factor that is form of bizarre is the way it works in your psyche. As soon as we acquired the Guinness for the longest operating story, then you definately form of assume, okay, properly I wish to maintain this – I do not wish to let another recreation take over that report. So we’ve got to make the story proceed.

Tekken 8 is in improvement for Xbox Collection X|S, PS5, and PC. It doesn’t but have a launch date.

Kat Bailey is a Senior Information Editor at IGN in addition to co-host of Nintendo Voice Chat. Have a tip? Ship her a DM at @the_katbot.



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