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Professor Layton vs. Phoenix Wright- Ace Attorney Review

Why would the amiable Professor Layton be interested in squaring off against the uncomfortably awkward Phoenix Wright? Answer: He’s not. The first thing to understand about the awkwardly named Professor Layton vs. Phoenix Wright: Ace Attorney is that the two title characters are allies, not adversaries Come from Sports betting site VPbet . Pure and simple, what you’ve got here is a bromance between two of the DS and 3DS’s most captivating stars.

And it works. The problem of how to combine two franchises that operate in fundamentally different ways has been deftly overcome by transplanting this entire 30-hour-plus (yes, 30 hours…plus!) adventure to a new time and place. Proceedings begin in London but quickly move to Labyrinthia, a medieval town of a fantastical disposition featuring witches, knights, magic, and a storyteller capable of changing the future by rewriting it.

Once the narrative has satisfied its initial inflated sense of self-importance–resulting in an opening act that is tediously long–the ebb and flow of how the two protagonists act and interact makes sense and feels natural. As Layton, accompanied by his apprentice Luke, you primarily spend your time wandering about town, talking to its inhabitants, and solving the kinds of puzzles that made him famous in the first place. In the process of doing so, you’re consistently collecting evidence that Phoenix, along with sidekick/secretary/apprentice Maya, uses to defend his clients in the courtroom.

There is some small degree of crossover between character pairings in that, for example, it might be Maya and Luke solving puzzles, or Layton joining Phoenix in the courtroom, but the procedure of solving puzzles in a bid to inform courtroom trials never really changes. As a result, it can feel as though you’re playing through two completely separate games that just happen to be bundled together into one package; first you do the Layton-focused puzzles, then you do the Phoenix-focused courtroom trials, and then you do some more Layton.

It’s a successful approach. Especially during Phoenix’s trials, anything other than an extended and uninterrupted period of witness cross-examination and contradiction hunting would make the process feel tame and shallow. There are times when the sheer volume of onscreen dialogue and exposition during Layton’s puzzle-solving gambits around Labyrinthia makes you yearn for more involving courtroom sequences, but because the two styles of gameplay are kept apart, they’re allowed space to breathe and grow as the story rolls on.

Due to the prevalence of witch trials in this world, Phoenix’s courtroom cases are grandiose, exaggerated, and some of the most charming and wacky he has ever been involved with. The blue-suited, hedgehog-haired lawyer has always been prone to misfortune, but here such things make more sense than they ever have given that he’s in a strange land and is unaccustomed to many of the courtroom procedures.

For example, multiple witnesses take the stand in unison–providing you the opportunity to cross-reference their testimony against one another. However, seeing as each witness tends to be as far from impartial as it’s possible to be, each is more than willing to flat-out lie to you to have their stories match and find the accused guilty. In the middle of trials it’s not unusual for one or more witness to change their tune completely, giving Phoenix more than enough of an excuse to don his trademark flustered face.

Perhaps more than any other, though, it’s these multi-witness moments that represent the best–and certainly the funniest–pieces of dialogue in the game, and they go a long way toward preventing you from getting too frustrated when you arrive at a sticking point. Recurring town drunk, Emeer, and local Bard, Birdly, provide some particularly humorous lines–the former mispronouncing words while swilling various forms of alcohol, the latter insisting on singing at every opportunity.

With the illegal use of magic resulting in defendants landing in the dock in the first place, under accusation of witchcraft, it’s easier to forgive those sometimes ridiculous leaps of logic that Ace Attorney games have always required you to perform. After all, if magic is possible in Labyrinthia, what else might be? Thinking way outside of the box, more than ever, is critical to success in a world that can seem wholly illogical until you’ve wrapped your head around its unique way of doing things.

On the flip side, Layton’s puzzles, while generally well crafted and boasting diversity, come off as a little underdeveloped in comparison to the trials. The new setting and the multiple witness angle means playing as Phoenix feels fresh and exciting, while puzzle solving is the same as it ever was.

Identifying the odd one out, navigating a maze, solving faux-mathematical number puzzles and besting diluted variations of popular games (chess, for instance) feel very much like brain teasers that we’ve seen and done before in more than one other Layton game. Those included do a good job of mimicking the magical tone of Labyrinthia, but at their core the format is familiar enough to trigger déjà vu and for you to wonder if you’ve solved this same puzzle somewhere else previously. This is going to be a greater or lesser problem depending on how many Professor Layton games you’ve already played–if you’ve played them all, then fatigue is going to set in before the finale.

That said, both sides of the game are undoubtedly of high quality; it’s just a shame that one side feels fresh and new while the other remains exactly as we’ve always known it. If you’ve never played a Layton game, however, or haven’t played one in recent history, you’ll find nothing to complain about.

Phoenix’s courtroom cases are grandiose, exaggerated, and some of the most charming and wacky he has ever been involved with.

There can certainly be no complaints, however, regarding the quality of the production values. Fully animated video cutscenes and voiced dialogue appear often, while the design and implementation of the touch-screen controls and in-game menus exude the kind of quality you’d expect from two franchises that have been doing the rounds for so long.

Layton vs. Phoenix Wright is a long game–at least as long as a Professor Layton game and a Phoenix Wright game combined–and relatively little of it is genuine crossover. But that doesn’t make it any less enjoyable. What is here is big, it’s often silly, and it’s sometimes unwieldy, but it’s rarely anything less than engaging thanks to some great execution on tried-and-tested ideas. It’s Phoenix, however, in his element in this magical world, that well and truly steals the show.

New Witchfire Gameplay Trailer Shows Off Magical Firepower

As part of Summer Game Fest Live today, Polish studio The Astronauts showed off brand-new gameplay for Witchfire, a dark fantasy first-person shooter set in an alternative world where magic is real and dangerous.

The Astronauts was founded by some of the key creative teams behind the studio People Can Fly, which made the shooters Painkiller and Bulletstorm. Witchfire is the first game from The Astronauts since 2014’s narrative-adventure game The Vanishing of Ethan CarterCome from Sports betting site VPbet.

WandaVision Episode 9- Every Easter Egg And Comic Book Reference In "The Series Finale"

Well, it’s over. WandaVision Episode 9, “The Series Finale,” is streaming now on Disney+, and regardless of how you may have felt about it, the final chapter was at least full of Easter eggs and references for us to break down. If that’s what you’re interested in, take a look below. If you haven’t watched the episode yet, what are you doing here? There are going to be way too many spoilers.

Of course, there’s a lot to say about the episode itself, and we have no doubt that fans are going to be divided on this one. On one hand, it provided closure and emotional payoff for Wanda and Vision’s story so far throughout the MCU, and it was fantastic to spend so much time with these normally secondary Avengers (compared with the likes of Iron Man and Captain America, at least). On the other hand, this episode left a lot of dangling threads that may or may not be picked up down the road in future MCU movies and shows.

Plus, the Evan Peters casting turned out to be a red herring all along. Can you believe it? Let us know in the comments below, and keep reading for all the Easter eggs and comics references we spotted in WandaVision’s finale. When you’re done, make sure to look back on our Easter egg guides for each episode of the series.

  • Episode 1: Easter eggs guide
  • Episode 2: Easter eggs guide
  • Episode 3: Easter eggs guide
  • Episode 4: Easter eggs guide
  • Episode 5: Easter eggs guide
  • Episode 6: Easter eggs guide
  • Episode 7: Easter eggs guide
  • Episode 8: Easter eggs guide

1. “The Series Finale”

In case you were wondering if there would ever be a WandaVision Season 2, the episode title says it all. This final installment is called “The Series Finale,” which is both a nod to the sort of TV-centric language used in other episode titles and a clarification that this is most likely the end of this series.

2. Vision vs. Vision

While the two Visions haven’t fought in the comics, the two of them coming together certainly has its place in Marvel lore. An early-’90s miniseries, which we’ll discuss in more detail below, digs deep into the differences between the two Visions and what could bring them together. Of course, in WandaVision they first have to attempt to destroy each other.

3. The Darkhold

The Darkhold was first introduced in episode 7 (read all about it) and it’s back as Agatha attempts to wield it against Wanda. Of course, it also comes into play during one of the post-credits scenes, which we’ll get to.

4. Sorcerer Supreme

According to Agatha, the Scarlet Witch is more powerful than even the Sorcerer Supreme. Take that, Doctor Strange. Perhaps we’ll see them shoot magic at each other in Doctor Strange in the Multiverse of Madness.

5. “I’m not a witch”

Even in the face of all of the evidence, at this point Wanda still doesn’t believe she’s a witch. There’s part of us that wants to think it’s because she’s a mutant. However, by the end of the story she’s very clearly the true Scarlet Witch and one of the most powerful beings in the universe.

6. Dottie Returns

It’s been a while since we saw Dottie. At one point, there were some theories that she was going to be a bigger piece of the overall puzzle. That wasn’t the case, though. Instead, she’s just another citizen of Westview stuck under Wanda’s spell.

7. RIP Pietro

So it turns out Evan Peters isn’t playing Quicksilver from the X-Men franchise of movies. Instead, he’s just another citizen of Westview, though one under the control of Agnes. Meet Ralph Bohner, who evidently is an aspiring actor based on the headshot Monica finds. Yes, it would have been much better if this was tied to the X-Men franchise–and it would have made more sense too.

8. The reality of Wanda’s family

As Wanda begins to bring down the Hex, we see not only Vision disappearing but their twins Tommy and Billy–the first true sign that like Vision, they are creations of the hex and cannot survive without it.

9. Monica’s powers on display

Not only does Monica zip across the town square to protect Wanda’s sons from bullets, she turns intangible to absorb them–all powers she has in the comics.

10. The Ship of Theseus

Vision and, well, Vision have a discussion about the Ship of Theseus, a thought experiment in which you decide whether a ship, which has had all of its parts replaced over time, is in fact the same ship it was originally. This particular idea dates back to ancient philosophers.

11. A merging of Visions

The end of the fight between Vision and his white counterpart is actually rather peaceful and enlightening, with the Vision we know and love activating White Vision’s latent memories. From there, White Vision simply says, “I am Vision” and flies away. We don’t know where he went, but at the very least this should keep Paul Bettany around in the MCU and give us the Vision and Wanda reunion we’re all going to need after this.

In the comics, a similar storyline ended with the two Visions merging, when the good Vision’s mind was transferred to the evil version’s.

12. Wanda’s headpiece

As Agatha attempts to convince Wanda to hand over her powers, we see the traditional Scarlet Witch headpiece begin to form itself around Wanda’s head. That’s not the last we’ll see of that look, though.

13. Runes

In the last episode, we saw that Agatha surrounded Wanda in ancient runes, which prevented her from using magic. Now, Wanda returns the favor, covering the Hex in those same runes, rendering Agatha’s powers useless against her.

14. A Scarlet Witch is born

Last week, Wanda saw a vision of herself as the Scarlet Witch, costume and all. Now, in this episode, it came true. In the middle of her final fight with Agatha, Wanda takes the time for a makeover to become the Scarlet Witch in a fancy new costume that will surely be seen in future movies. She could also open up a business in which she quickly designs and fabricates superhero costumes.

15. The nosy neighbor

After defeating Agatha, Wanda punishes her in a particularly cruel (as Agatha herself points out) way: Wanda turns Agatha back into Agnes, the “nosy neighbor.” Honestly, that’s probably a better role for Kathryn Hahn anyway, so we can’t be too upset about it.

16. Signing off

What’s a series finale to an action-packed TV show without a few deaths? When Wanda brought the Hex down, it took with it Vision and the twins. It didn’t seem to hurt then as much as when she started bringing the Hex down earlier in the episode, which is odd.Come from Sports betting site VPbet

17. Goodbye, Monica

In the first post-credits scene, we see a government agent pull Monica aside to speak to her, only to reveal that agent is actually a Skrull who has been sent to bring her to space to see a friend of her mother’s. That should tie nicely into Captain Marvel 2.

18. The multiverse?

So Billy and Tommy apparently aren’t dead? In a post credits scene, we see Wanda living in solitude on a mountain somewhere. Wherever she is, she’s astrally projecting herself in an effort to do two things at once. One of her is making tea and enjoying the solitude. The other is studying the Darkhold, growing her powers, and, based on hearing Billy and Tommy screaming for their mom to help them, scanning the multiverse for a reality where her sons exist. This is the closest we got to a hint about what Doctor Strange in the Multiverse of Madness will be about, though it remains to be seen how Wanda would be able to move between realities. And even if she did, those versions of Billy and Tommy wouldn’t be the same ones from this reality’s version of Westview.

There are so many questions that need to be answered and, at the very least, some of them will be addressed in the next Doctor Strange movie. Without more context, though, there’s no way to know what’s actually happening.

SLUDGE LIFE – Análisis

Nos dijeron que el disparo era inseparable del videojuego. Nos pusieron un gatillo en un dedo, una palanca en otro y un botón para recargar. Nos hablaron de munición y de objetivos. También nos soltaron en un mundo al que llamaron abierto pero que con objetivos principales y secundarios, un sandbox en el que jugar y explorar quedó relegado a la opcionalidad. Allí plantados nos hablaron de que éramos héroes, de salvar el mundo y de entrometernos en las vidas de los demás para arreglarlas. Sludge Life, el nuevo juego editado por Devolver Digital, hace exactamente todo lo contrario.

Si el género fuera algo sagrado en el videojuego, Sludge Life sería una obra iconoclasta: el proyecto de Terri Vellman y Doseone, diseñador y músico respectivamente, reinterpreta las características principales de los géneros en los que líquidamente se enmarca, el sandbox y el shooter en primera persona, para conseguir construir una crítica no al videojuego, sino a la propia sociedad: somos un grafitero en una ciudad inundada en lodosludge’ es ‘lodo’ en inglés), una urbe deformada en la que parece que nuestro único objetivo es firmar con spray en las paredes.

Más que un simulador de grafitero

Pero no hay tal objetivo. No hay prácticamente ninguno, de hecho. Aunque lo primero que hagamos en el juego sea salir a rastras del contenedor en el que vivimos y pintar un grafiti en la roca que hay justo delante, Sludge Life nunca marca una jerarquía en la consecución de metas. “La curiosidad y el libre albedrío son tus únicas motivaciones”, dice la descripción oficial del juego en su página web. Y tal cual; lo que hacemos en Sludge Life es explorar su mundo interactuando con él y con sus gentes, hablando con ellos, llegando a sitios remotos sólo para encontrar a alguien peculiar y escuchar lo que tiene que decirnos, sacar fotos, colarnos en unas oficinas y encontrar un software que podemos instalar y jugar en nuestro ordenador, orinar, saltar, beber refrescos y fumar cigarrillos.

Lo que propone este título es dejarnos sueltos en un mundo decadente para que vayamos rellenándolo con nuestra propia experiencia. No es que no tenga objetivos -de ahí el ‘prácticamente’ del anterior párrafo-, sino que no les da mucha importancia. Un hecho que demuestra esta postura es que existe una lista de puntos a cumplir (coleccionables, finales alternativos, retos…) que no se desbloquea hasta prácticamente el último segmento del juego. Según avancemos por las calles de la ciudad iremos descubriendo su realidad, consiguiendo además nuevas formas de movernos por ella y de interactuar con sus elementos a través de un menú diegético que se representa con un ordenador con injerencia en la fantasía de su universo pero que también funciona como un menú clásico de videojuego.

Desgraciadamente esa exploración libre se ve menoscabada por un sistema de controles que es sin duda de lo peor del juego. Ojalá Sludge Life fuese incómodo como parte de una decisión creativa, pero en realidad sus movimientos marean y demuestran estar poco afinados; incluso aunque intentes personalizarlos en su menú, el control es muy probable que acabe lastrando la experiencia ya que, además, el diseño del mapa está ideado para exigir mucha más precisión de la que se puede alcanzar con su movimiento. Es una forma un poco tonta de dificultar la conexión física entre el jugador y la realidad del juego.

Esa realidad es una que conocemos bien: un mundo marcado por la apatía de una clase obrera mayoritaria, cansada de serlo, frente a una gran corporación que lo baña todo eludiendo, al mismo tiempo, cualquier tipo de relación con la prole. Sludge Life no puede estar más de actualidad: cuando entramos en escena lo hacemos en un momento clave de la ciudad, cuando un obrero ha fallecido por culpa de la gran corporación y sus compañeros protestan ante ella con una huelga que paraliza casi todos los servicios. Frente a los trabajadores en huelga, la policía; un cuerpo de opresión que es prácticamente el único contrapunto violento de todo el juego (quitando el daño por caída y unos pajarracos que te picotean si te acercas) que no dudará en golpearte la cara si no haces caso a sus órdenes.

Sludge Life es la perfecta adaptación del grafiti al videojuego, entendiendo grafiti no como el dibujo urbano en sí, sino como la subcultura rebelde que muestra su disconformidad con la sociedad a través de una expresión artística que otros, los acomodados, pueden ver como un acto vandálico. Quizás aquí le fallan dos cosas: una es obligarte a firmar donde ellos digan, limitando la creatividad del jugador que no puede pintar grafitis fuera de los puntos establecidos por el juego, y la otra es dejarse querer demasiado por el propio tono rebelde pasota, esa inocente pose que cree importante tener un “botón dedicado a tirarse pedos” en mitad de una obra contestataria o hacer que un personaje rompa su discurso político con chistes de “vergas” porque, en definitiva, todo da igual.

Los personajes no controlables de este juego (que no son sólo humanos, también ranas, aves, cíclopes y mutantes) son, a veces, muy caricaturescos, pero funcionan como nodos para construir una imagen total de la ciudad que en realidad es el personaje más importante. La mayoría presentan una postura defensiva adolescente, hacen de su pose un sayo para protegerse de la incómoda realidad, y el tono del propio Sludge Life a veces se desvía hacia esos derroteros y se pierde en querer hacer reír con un gato que tiene “dos ojetes”Come from Online Betting Site. Si eso es gracioso o no es harina de otro costal, pero por otra parte sí que hace innegable lo personal que es este proyecto y, a fin de cuentas, lo personal es político; recordemos que el anterior juego de Terri Vellman y Doseone, High Hell, pasa también por ser una crítica al shooter desde el shooter con un trasfondo anticapitalista gamberro. No hay sorpresas aquí.

De este carisma impuesto por los dos creadores sacamos una de las mejores facetas del juego: su identidad visual y sonora. El arte noventero de Sludge Life es el punto por el que entras y quizás también por el que te quedas en su propuesta. Los personajes deformes y de colores saturados rompen con las estructuras rectas y grises de la ciudad, es un espacio que ellos (y tú) reclaman porque no está pensado para vivir: hay personas sentadas en los bordes de altos edificios, hay grafitis imposibles y lugares de reunión donde no debería. La música, buenísima, acompaña el tono apático del juego durante la partida convirtiéndose también en una banda sonora a la que volver en nuestro día a día.

Conclusión

En definitiva, Sludge Life nos habla de la libertad precaria, nos lleva a una ciudad apática donde la rebeldía se pinta en las paredes y donde la huelga se hace frente a la torre del magnate más rico, donde los pobres fuman en tejados y los policías pegan si molestas. Nos deja una ciudad libre para que la recorramos entre tropiezos y nos dice dónde tenemos que pintar los grafitis. Esta es una ficción tan real que se tiene que esmerar en no parecerlo, consiguiendo una identidad única que es casi la mitad del juego. Por contra, se tira piedras en su propio tejado con un control torpe para un diseño exigente y un humor escatológico que, como poco, refleja parte de la personalidad de sus creadores. Es un alegato costumbrista, político, respondón y pasota, un paisaje de barrio con el que parece difícil no llegar a sentirse identificado.

Hemos realizado este análisis en PC con la versión gratuita de Epic Games Store.

Where To Preorder The Dead Space Remake

After months of teases, EA’s upcoming Dead Space remake is almost here. The rebuilt version of this sci-fi action-horror classic will launch for PC, PlayStation 5, and Xbox Series X|S on January 27, 2023, but preorders are available for three distinct editions, including a massive collector’s edition with a bunch of cool goodies. Let’s go over where you can preorder Dead Space.

Dead Space preorder bonuses

No preorder bonuses have been revealed at this time, but it’s certainly possible that retailers will offer exclusive bonuses–this happens with a lot of games.

Why Netflix's Castlevania Adaptation Works, According To Its Directors

The crew behind the scenes of Netflix’s Castlevania, Season 4 of which just premiered, vary widely in experience. Executive producer Kevin Kolde shepherded the series for years, having licensed it via his production company Project 51 originally in the early 2000s. Brother directors Sam and Adam Deats, meanwhile, came from a background in video game cutscenes to direct what is generally considered one of the best video game adaptations to date. GameSpot spoke with all three to look back at the show and get a better understanding of how they managed to put together something that has captured such a devoted audience.

Kolde has been in animation production for over 30 years. Working on series like Ren & Stimpy, Adventure Time, and Bravest Warriors put Kolde on both sides of creating animation–creative and production. “I kind of did it all for Castlevania,” he told GameSpot.

For directors Sam and Adam Deats, on the other hand, Castlevania is just the start. “This is our very first series-based show,” said Adam. “Primarily what I was doing right before this was actually video game cutscenes and trailers. Cutscenes for, I think it was Mortal Kombat 9. Maybe it was 10; I don’t even remember at this point. Battle Chasers, Banner Saga, stuff like that.”

“To be frank about it, [making Castlevania] was daunting,” Adam continued. “The first season was an extremely difficult task for us because we didn’t know quite how to make that beast move. So we had to learn how to do that and kind of structure giant schedules and teams to allow for that to happen, and so it was a very new thing.”

Castlevania picks and chooses from the series’ extensive lore, starting with the NES game Castlevania III for Trevor Belmont, Sypha, and Alucard Tepes. Saint Germain, though, comes from the PlayStation 2 title Castlevania: Curse of Darkness, which acts as a sequel to Castlevania III. The creators had to balance respecting the lore with making an interesting story.

Macau Legend Expects to Gain US$ 6 Million from Its Laos Casino Resort Sale

Casino and hotel resort Macau Legend Development Ltd plans to sell its gaming property in Savannakhet, Laos.  As reported, the operator has offered its Savan Legend casino resort in Laos for the initial price consideration of US$39 million subject to further adjustments.

US$ 6 Million Gain Expected:

The Macau company recently stated that it expects to gain  “approximately HKD47 million” (US$6.0 million) from the sale of the Laos property. As GGRAsia reports, the operator’s statement is based on the fact that the Savan Legend resort reported HKD182 million (US$23.3 million) in consolidated net liabilities as of 31 October 2023. The company also stated that these net liabilities have not been audited and therefore not specifically determined.

Operational Decline:

Further, as GGRAsia reports, the amount of liabilities is almost equal to the loss sustained by the resort in the first half of 2023. The company’s August report compared the H1 2023 loss with the figures from the same period of 2022 to verify almost a three-time loss reduction from the 2022 level of HKD485.5 (US$62.2 million). But Savan Legend also recorded a 22.7 percent year-on-year revenue decline to HKD420.2 million (US$53.8 million) for the first half of 2023 to testify about the overall decline of the property operations.

Limited Profitability:

Macau Legend reportedly commented: “Although the gaming and hotel business in Lao PDR [People’s Democratic Republic] was profit-making for the financial year of 2022, its financial performance is unstable and such business is subject to increasingly onerous restraints in Lao PDR, thereby limiting its profitability in the future.” According to the source, the group’s vertical MLD Resorts Laos Ltd generated a profit of around HKD12.03 million (US$1.54 million) in 2022 following the 2021 loss of HKD64.03 million (US$8.2 million) inflicted by the pandemic-related restrictions.

Japanese Purchaser:

For these reasons, Macau Legend is now to sell its Savan Legend casino resort in Laos to the purchaser reportedly identified as a Japanese citizen Shundo Yoshinari and an independent third party. The announced sale comes after Macau Legend reportedly signed a letter of intent with Mr Yoshinari earlier in 2023 to sell the Savan Legend for the price consideration of US$45.0 million at the time.

Sale to Strengthen the Group’s Cash Flow:

As indicated, this price consideration has meanwhile arrived at US$39 million following the announced adjustment option. According to GGRAsia, Macau Legend acquired the right to operate the Laos property in 2016 for US42 million. After all adjustments, the company reportedly expects to gain US$6 million from the sale. According to GGRAsia, Macau Legend expects to use the gain from the sale to  “strengthen the cash flow of the group.” Such a company’s move will reportedly “enhance its liquidity, and… reallocate more financial resources to its business operation in Macau and for overall future development”.


Pragmatic Play Launches Mega Sic Bac and Expands Live Casino Reach with OneCasino

Pragmatic Play, a prominent content provider in the iGaming industry, has announced the launch of Mega Sic Bac, an innovative new Live Casino game that promises thrilling gameplay and unique betting options. This latest addition to their acclaimed Live Casino portfolio stands out with its use of four dice and random boosted payouts that can reach up to 5,000 times the bet amount.

Dynamic gameplay and betting variety:

Mega Sic Bac offers players a fast-paced gaming experience with an impressive range of betting choices. The game features four dice, with two assigned to the Player and two to the Banker, each rolled in individual shakersCome from Online Betting Site. The primary objective is to predict which side will achieve the highest two-dice total. Players can place one of three main bets—Player, Banker, or Tie—and choose from 21 side bets, including options like Doubles/Any Double, Triples/Any Triple, and Quads/Any Quad.

What sets Mega Sic Bac apart is the introduction of random boosted payouts. After the betting phase concludes and while the dice are still rolling, certain bet spots are randomly assigned enhanced payout multipliers, offering the potential for substantial wins.

Irina Cornides, Chief Operating Officer at Pragmatic Play, expressed her excitement about the new game, stating: “Mega Sic Bac is an exciting four-dice Live Casino title from Pragmatic Play featuring boosted payouts of up to 5,000x. Game rounds come thick and fast, averaging under 30 seconds, and players can choose from three main bets and 21 special side bets, ensuring plenty of chances to win big.”

Expanding Live Casino offerings with OneCasino:

In addition to launching Mega Sic Bac, Pragmatic Play has also extended its reach in the Live Casino market by partnering with OneCasino in the Netherlands. This collaboration will see Pragmatic Play’s premium selection of Live Casino games become available to OneCasino’s audience, enhancing the gaming experience for Dutch players.

The partnership includes popular titles such as VIP BlackjackLucky 6 Roulette, and the recently released Blackjack X. localized games like Dutch Roulette and Dutch One Blackjack will be available, tailored specifically for the Dutch market.

OneCasino will also leverage Pragmatic Play’s Smart Studio solution, allowing them to customize elements of the Live Casino games to reflect their brand. This innovative feature enables the creation of bespoke branded environments at minimal cost, applicable across multiple tables and games.

Irina Cornides commented on the partnership, saying: “This collaboration with OneCasino highlights Pragmatic Play’s commitment to extending the reach of its award-winning Live Casino range to even more players in key markets such as the Netherlands, where we will continue to provide tailored gaming experiences.”

The agreement with OneCasino builds on an existing relationship, reinforcing Pragmatic Play’s position in the Netherlands. The company’s diverse range of slots has already become popular among Dutch players, and this new Live Casino offering is expected to enhance its market presence further.

Mark Schram, Chief Executive Officer at OneCasino, shared his enthusiasm about the collaboration in Pragmatic Play’s press release: “Going live with Pragmatic Play’s outstanding selection of live titles marks an important step forward for us as we continue to provide our players with the best gaming experiences possible. We look forward to introducing these games to our players.”

Pragmatic Play signs new online slots agreement with BPlay in Buenos Aires

As it continues its expansion effort throughout Latin America, online casino game provider Pragmatic Play has inked a multi-vertical content deal with BPlay in Buenos Aires.

Courtesy of the agreement, the iGaming provider is to supply two of its most popular portfolios, slots and table games, to the online casino for its players in within the South American country’s capital city to enjoy.

The agreement is one in a series of recent commercial deals for the Gibraltar-based multi-product content provider after in June 2021 securing authorization from local regulator Lotería de la ciudad de Buenos Aires (LOTBA) to launch its products in the City of Buenos Aires.

Strategic tie-up:

Explaining the importance of partnering with top developers, Sebastian Puente at BPlay said…

“In line with our growth strategy we strive to ensure the best content from the industry’s leading developers to maintain our position at the fore of the market. Pragmatic Play’s range of slots and table games are an integral part in achieving that goal.”

BPlay is a collaboration between 888 and B-Gaming, which is owned by Boldt S.A., one of Argentina’s oldest iGaming companies and experienced operators of both land-based and online brands in the important Latin American region.Come from Online Betting Site

Soon, the supplier’s most popular titles in the South American country, such as Madame Destiny and Congo Cash, will be available to the digital domain’s players.

Essential partnerships:

Also commenting on the commercial deal, Pragmatic Play’s Vice President of Latin America, Victor Arias, said via company news that it is “essential” to partner with the “leading operators in any jurisdiction” they move into and “BPlay fits that bill.”

Confidently, the VP adds that their slots and table games will “enhance its already strong proposition” and they look forward to seeing how the online casino’s players react to their titles.

LatAm push & accolades:

The latest agreement, meanwhile, further expands Pragmatic Play’s presence in the fast-evolving market after recently adding another partner in Argentina, having joined forces with Jugadon.bet.ar in Buenos Aires.

Under that deal, the online casino’s customers are now able to experience titles from the successful John Hunter series as well as the developer’s collection of Megaways hits, including The Dog House Megaways and Great Rhino Megaways, which feature the popular mechanic on lease from Australian developer Big Time Gaming (BTG).

The partnerships are positive steps for the provider as it continues to grow its footprint in key strategic markets across Latin America, following its recent industry recognition via multiple awards, including the Best Game Producer in the Brazilian iGaming Summit Awards and at the EGR Operator Awards for its player-favorite slot Gates of Olympus, which was released in February 2021.

Coming soon:

Fans can look forward to Pragmatic Play dropping its first title of 2022, Magician’s Secrets, on January 6th! The highly volatile slot is played on a 6-reel, 4-row game panel, has 4,096 paylines, and a 5,000x max win.

UK Gambling Commission Launches New Industry Forum

The UK Gambling Commission announced on September 14, 2023 that this regulatory body will establish an Industry Forum that will include the Britain’s gambling industry stakeholders and provide the Commission with an extended insight into the operating issues of the gambling service providers.

New Commission’s Establishment:

The need to get such an insight is reportedly the basic reason for the Commission to have the Forum establishedVenir de Tragamonedas Gratis Online. Marcus Boyle, Commission Chair, reportedly said: “We’ve always listened to the views of the industry when deciding how best to make progress but this new forum will give us another way to work with representatives from the industry we regulate.”

According to the regulator, the Forum will be its vehicle to get directly involved into a range of stakeholder initiatives and advisory groups, such as the Commission’s entities Lived Experience Advisory Panel, the Advisory Board for Safer Gambling, and the Digital Advisory Panel. But the new establishment is reportedly also designed to strengthen the gambling authority’s connections with the consumer research field, as well as the relationships with international gambling regulators and research organizations.

Such connections with the Forum are reportedly aimed to provide the regulator with further insight into the industry trends and the effectiveness of the applicable regulations. Industry Forum will therefore furbish the stakeholders with industry views on fields like account management or the Commission’s data program, and provide consultations and clarifications of industry-specific issues.

Industry-Related Members:

At the same time, this regulator’s group will reportedly include stakeholders that have a thorough understanding of the British gambling industry’s conditions and circumstances and are fully aware of the challenges and opportunities associated with its operations. Being familiar with the industry, these Forum members may provide suggestions for further regulatory improvements and adjustments as, according to the regulatory authority, they will represent a wide range of gambling sectors.

New Group Launch:

All the gambling sectors and around ten members representatives will reportedly constitute the new establishment which will be led by the Chair of the Forum. The Gambling Commission will reportedly appoint the Chair for a three-year mandate, with the recruitment process set to begin in September 2023. UK regulator informed that it will be during the same month that it will be inviting stakeholders to submit expressions of interest for a member of the new entity.

The process will result in the launch of the Gambling Commission’s Industry Forum to facilitate an in-depth view into the gambling industry operations and trends for the regulator to respectively tailor further activities.