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Samved School – A Leading Choice Among Schools in Bangalore JP Nagar | Enroll Now!
We at Samved School, recognized among the best schools in Bangalore JP Nagar, prioritize your child’s holistic development by catering to their unique learning needs and developmental stages. Our approach blends academic excellence with life skills, ensuring students grow into confident, independent thinkers. With a student-centric curriculum, engaging activities, and a nurturing environment, we strive to make learning meaningful, enjoyable, and future-ready.
At Samved School, children engage in active and collaborative learning, ensuring their education is seamlessly connected to real-life experiences. Our goal is to foster their holistic development, nurturing both academic and life skills. As one of the leading schools in Bangalore JP Nagar, we emphasize a well-rounded approach that encourages critical thinking, creativity, and problem-solving. Through experiential learning and hands-on activities, we empower students to become confident, independent learners prepared for the future.
English is the medium of instruction in the school, from Pre-Nursery to Standard X.
We have the following language options:
Primary School
I Language — English
II Language — Kannada
III Language — Hindi from Standard III
High School
Option I
I Language — English
II Language — Kannada
III Language — Hindi
Option II
I Language — English
II Language — Kannada
III Language — Sanskrit
At the end of Standard X, students appear for the SSLC Exam conducted by the Karnataka State Secondary Examination and Assessment Board.
Our campus features well-designed spaces for indoor activities, games, and art, while our spacious outdoor play area inspires exploration and the joy of free play. We believe that outdoor experiences spark creativity, nurture initiative, and cultivate self-reliance and responsibility in every child.
We use XSEED Education textbooks from Nursery to Standard VII and State/NCERT books from Standard VIII to X, ensuring alignment with the Karnataka State Board while integrating the best elements of various syllabuses. Our research-backed curriculum is designed to provide quality holistic education, fostering well-rounded development in every child.
The admission for 2024–2025 start from November 1st
Visit the following site to learn about the admissions process: school admission in Bangalore
Visit the following site to learn about the admissions rules: School Admission Bangalore
Contact Details :
Address : No13, 17th Cross, 20th Main, J.P. Nagar 5th, Phase Bangalore, Karnataka 560078
Email : [email protected]
Phone Number : 080 2659 0952 | 080 2659 0017 | 080 2649 1248
#best schools in bangalore near me#schools in JP Nagar#Used URL#https://samvedschool.com/contact/#https://samvedschool.com/partners/#https://samvedschool.com/people-behind-the-school/#https://samvedschool.com/testimonial/#https://samvedschool.com/about-samved-school/#https://samvedschool.com/xseed-curriculum/#https://samvedschool.com/the-benefits-of-technology-driven-education/#https://samvedschool.com/achievements/#https://samvedschool.com/admission-procedures/#https://samvedschool.com/annual-report-2020-2021/#https://samvedschool.com/co-curricular-activities/#https://samvedschool.com/academic/#https://samvedschool.com/sports-games/#https://samvedschool.com/uniforms/#https://samvedschool.com/annual-report-2018-2019/#https://samvedschool.com/annual-report-2017-2018/#https://samvedschool.com/our-philosophy/#https://samvedschool.com/faculty/#https://samvedschool.com/facilities/#https://samvedschool.com/#https://samvedschool.com/admission/#https://samvedschool.com/2022-2023/#https://samvedschool.com/admission-rules/#https://samvedschool.edchemy.com/register2.0.html#https://samvedschool.com/blogs/#https://samvedschool.com/how-does-education-support-active-learning/#https://samvedschool.com/the-admission-process-for-top-schools-in-jp-nagar-tips-and-advice/
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Cultivating Inquisitiveness and Achieving Excellence | Samved School, Best Schools in JP Nagar
Have you ever been amazed by the remarkable intelligence displayed by young contestants on programs like ‘Kaun Banega Crorepati’ and pondered how these youthful minds effortlessly maneuver through a wide array of current events and general knowledge questions? What’s the key to their success? The solution often hinges on a straightforward yet potent practice: their involvement with newspapers and other educational endeavors.
As parents, it’s entirely normal to wish for our children to have a strong awareness of the world.

One among those is News Paper Bin Education — conducted by Times of India an activity-based program that focuses on current affairs and develops the child’s reading and writing skills. This not only enhances their academic skills but also cultivates a broader perspective, making them more informed and engaged individuals.
This unique initiative is geared towards keeping our students ‘Stay Ahead’ by introducing engaging concepts that extend beyond the traditional school curriculum. We help them embark on a journey to instill a love for learning and knowledge that goes beyond the classroom, shaping young minds to become aware, curious, and well-rounded individuals.
Improved literacy abilities: Through exposure to a range of written materials, NIE programs help students develop their vocabulary, reading comprehension, and general literacy abilities. Students who routinely read newspapers improve their comprehension of difficult content.
Enhanced Knowledge of Current Affairs: Students who take part in NIE programs are more likely to be aware of current affairs on a local, national, and worldwide level. A sense of civic duty and awareness of their surroundings are fostered by this information.
Academic principles: Newspapers offer real-world illustrations and applications of principles that are taught in the classroom. Students’ comprehension and appreciation of the material they study in school are improved by this link to the outside world.
Stimulates Interest in Multiple Subjects : Newspapers cover a wide range of topics, from science and technology to the arts and sports, stimulating interest in a variety of subjects. NIE programs have the power to pique students’ curiosity about a wide range of topics and inspire them to pursue new areas of study.

Encourages Effective Communication Abilities: Students can improve their communication abilities by writing for or reacting to newspapers as part of NIE activities. They gain the ability to communicate ideas succinctly and effectively, which is crucial for success in both academic and professional contexts.
In conclusion, Newspaper in Education (NIE) programs at Samved School, one of the best schools in JP Nagar Bangalore, play a pivotal role in shaping the educational landscape for our students. As we strive to nurture not just academically successful individuals but also well-rounded, informed, and curious minds, these programs prove to be invaluable.
Through NIE, our students embark on a journey that extends beyond textbooks, enriching their lives with a vibrant tapestry of knowledge, critical thinking skills, and a deep-rooted connection to the world around them. The impact goes beyond improved literacy and academic performance; it extends to the development of a broader perspective, effective communication skills, and a genuine love for learning.
We are thrilled to announce that admissions for the academic year 2024–25 have officially commenced at Samved School, one of the best schools in South Bangalore! Make your child to be a part of our vibrant community of learners, where excellence in education seamlessly integrates with a holistic approach to growth and development.
Contact Details:
№13, 17th Cross, 20th Main, J.P. Nagar 5th Phase Bangalore, Karnataka 560078
080 2659 0952 080 2659 0017 080 2649 1248
#state board schools in bangalore south#best schools in jp nagar#School in jp nagar#Used URL#https://samvedschool.com/the-benefits-of-technology-driven-education/#https://samvedschool.com/co-curricular-activities/#https://samvedschool.com/sports-games/#https://samvedschool.com/people-behind-the-school/#https://samvedschool.com/faculty/#https://samvedschool.com/contact/#https://samvedschool.com/2022-2023/#https://samvedschool.com/xseed-curriculum/#https://samvedschool.edchemy.com/register2.0.html#https://samvedschool.com/our-philosophy/#https://samvedschool.com/#https://samvedschool.com/uniforms/#https://samvedschool.com/admission-rules/#https://samvedschool.com/achievements/#https://samvedschool.blogspot.com/2023/03/how-does-education-support-active.html#https://samvedschool.com/blogs/#https://samvedschool.com/partners/#https://samvedschool.com/our-video/#https://samvedschool.com/admission/#https://samvedschool.com/admission-procedures/#best schools in bangalore near me#State Board schools near South Bangalore#State board schools in JP Nagar#https://samvedschool.blogspot.com/2023/04/state-board-schools-are-important-part.html#https://dribbble.com/shots/21306302-best-schools-in-bangalore-near-me-Samved-School-JP-Nagar
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PRESS RELEASE: ‘Marvelous Game Showcase’ 2024 Stream Announcements from Marvelous USA and Marvelous Europe
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XSEED/Marvelous USA
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Marvelous USA and XSEED Games Announce ‘Marvelous Game Showcase’ 2024 Stream; Tune in May 30 for Fresh Updates on Upcoming Games

Who:
Marvelous USA, Inc., a wholly owned subsidiary of Marvelous Inc., which is a publicly traded company listed in the Prime Market of the Tokyo Stock Exchange.
What:
Marvelous Game Showcase returns for 2024 after the positive reception of last year’s inaugural stream. Hosted by Marvelous Inc. from the headquarters in Tokyo, President Suminobu Sato and key developers will provide fans with updates on projects in active development including fresh looks at development progress, new projects for both Japanese and Western markets, and more!
When:
Thursday, May 30 - 3:00 PM PT / 6:00 PM ET / 10:00 PM UTC
Where:
Fans can watch the video with English subtitles on the Marvelous USA YouTube channel, home of the latest video updates from the Marvelous family of games, https://youtube.com/@marveloususa, and at marvelous-usa.com/mgs2024.
To celebrate the Showcase, select STORY OF SEASONS and Rune Factory titles will be on sale for up to 60% off on the Nintendo eShop for Nintendo Switch™ through June 7, 2024.
More information about XSEED Games’ products can be found at www.xseedgames.com. Fans can also follow XSEED Games on Facebook, X, Instagram, Twitch, Threads, get in depth info from their developer blog, and join the discussion on their Discord server at: http://discord.gg/XSEEDGames.
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Marvelous Europe
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Marvelous Europe Announce ‘Marvelous Game Showcase’ 2024 Stream; Tune in May 30 for Fresh Updates on Upcoming Games
Who: Marvelous Europe is a wholly owned subsidiary of Tokyo-based Marvelous Inc., which is a publicly-traded company listed on the Prime Market of the Tokyo Stock Exchange.
What: Marvelous Game Showcase returns for 2024 after the positive reception of last year’s inaugural stream. Hosted by Marvelous Inc. from the headquarters in Tokyo, President Suminobu Sato and key developers will provide fans with updates on projects in active development including fresh looks at development progress, new projects for both Japanese and Western markets, and more!
When: Tuesday, May 30 – 23:00 BST / Wednesday, May 31 – 00:00 CEST
Where: Fans can watch the video with English, French, German and Spanish subtitles on the Marvelous Europe YouTube channel, home of the latest video updates from the Marvelous family of games at https://youtu.be/sOIEpuhfcR8 and at Marvelous Europe's official website here.
youtube
More information about Marvelous Europe can be found at www.marvelouseurope.com or @marvelouseurope across Twitter, Facebook, Instagram or YouTube.
#story of seasons#harvest moon#rune factory#cozy games#marvelous#xseed#press release#nintendo#switch#farm sim#eshop#sale#Youtube
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(checks the xseed blog every few minutes for contest results with the same desperation I open my fridge every few minutes hoping something new and delicious has materialized there for me to eat)
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Bokumono/Story of Seasons If They Remade: Animal Parade
I thank one of the HM/SoS/Bokumono blogs for making the remake naming conventions clearer to me.
Basically, when localization was moved to XSeed, any character names that Natsume, the former localization team from when the series was known as "Harvest Moon", Romanized/Anglicized to something other than what was the Japanese version? They are not usable. The most current example is "Muffy" being "Molly" now because the character was "MuuMuu" in Japanese.
It will likely be a few years before the next remake (maybe) and it is unknown which game they will focus on...but woah boy, ANIMAL PARADE.
This will be devastating to those of you used to the English localized names of characters from Animal Parade. Pretty much NONE of the character's names resemble the Japanese version.
If this convention remains true? Here's a list of those that would be impacted (*means they MIGHT be able to swing using the existing name but not likely) :
Chase (Chihaya) Jin (Won) Julius (Juli) Owen (Ose) Toby (Tao) Anissa (Anise*) Candace (Kotomi) Luna (Roomi) Maya (Mai) Phoebe (Pat) Renee (Rina) Selena (Sheila)
Barbara (Blanc) Bo (Boan) Cain (Kapara) Colleen (Cole) Craig (Cresson) Dale (Dai) Irene (Inya) Hamilton (Herbal) Hayden (Harper) Mira (Miori) Ozzie (Ozu) Pascal (Ponpei) Paolo (Pao) Perry (Perin) Ramsey (Rakusha) Ruth (Rukora) Shelly (Seraph) Sue (Suo*) Taylor (Thyme) Yolanda (Yuba) Angie (Anje*) Dakota (Yui) Matt (Mao) It's actually kind of astounding how many characters they just...straight didn't use their name. Luckily I didn't deal with the non-marriageable characters enough to be like 'oh, I don't know who that is now' but dang, the marriageable? This would be fun to see.
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list is updated againnn
i finally added blogs to all the games (minus one bc i forgot the url but im pretty sure its deleted/inactive anyway)
also removed some games: ones that had someone who worked on the game but didnt seem to be the main creator (art directors, ect) and one where i THOUGHT there was an official blog but i guess not and the one i could find was fan run
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like in rf4/5 lest/frey and ares/alice are more or less identical so turning things gay is still a task (see xseeds blog post on getting gay relationships added to rf5) but it doesn't require heavy script changes, additional material, etc...
in tod i think the simplest way for a modder would straight up just be genderbending aden and sonja
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Sezonların Hikayesi: Rika Hoshina ile Harika Bir Hayat Röportajı: Hayata Bir Aşk Mektubu ve Daha Fazlası
Sezonların Hikayesi: Rika Hoshina ile Harika Bir Hayat Röportajı: Hayata Bir Aşk Mektubu ve Daha Fazlası ••• ••• Kaynakça: https://level999.com.tr/blog/2023/12/19/sezonlarin-hikayesi-rika-hoshina-ile-harika-bir-hayat-roportaji-hayata-bir-ask-mektubu-ve-daha-fazlasi/ ••• Mevsimlerin Hikayesi: Harika Bir Hayat konsollara ve PC'ye çıktı ve 2004 çiftçilik simülasyonunun yeniden yapımı selefinin iyi geliştirilmiş, sadık yorumu. Orijinal Harika Bir Hayat Çocukken oynadığım ilk oyunlardan biriydi ve o zamandan beri çiftçilik sim oyunları listemin başında yer almaya devam ediyor. Yönetmen Rika Hoshina oyunla ilgili birkaç soruyu yanıtladı. Yanıtları, Forgotten Valley'in seride ne kadar özel olduğuna, oyunu yeniden yapma sürecine ve yeni oyuncuların, özellikle de kar marjlarına odaklanma eğiliminde olan oyuncuların oyuna nasıl yaklaşmak isteyebileceğine dair biraz fikir veriyor. Tek yönlü hayat yakalanır Mevsimlerin Hikayesi: Harika Bir Hayat büyüyen aileniz aracılığıyla. Brittany Alva: Hayat her oyun için karmaşık bir tema olabilir, özellikle de zamanın geçmesine bu kadar odaklanan bir oyunda. Orijinalin ölümü ne kadar benimsediği göz önüne alındığında yaşamı (ve ölümü) dengelemek zor muydu? Rika Hoşina: Hayat aslında gezinmesi zor bir tema, ancak bu oyunda deneyimlediğiniz hayat nispeten huzurlu. Orijinal oyunla karşılaştırıldığında, dengenin artık ölümden çok yaşama doğru eğildiğini söyleyebilirsiniz. Bunun birkaç nedeni var; bunlardan biri son zamanlardaki Mevsimlerin Hikayesi oyunlar pozitifliğe odaklanma eğiliminde ve oyuncularımızın bakış açıları giderek daha çeşitli hale geliyor. Zamanın geçişi oyunun ana teması olmaya devam ettiğinden ölüm konusu kaçınılmazdır. Bununla birlikte, tondaki değişimin önemli bir örneği hayvanların yaşam süreleridir. Orijinal oyunda hayvanlar ölebiliyordu ve ölümün bu açık tasviri, hayatı bir tema olarak keşfetme yollarımızdan biriydi. Bu sefer hayvan ölümünü kaldırdık, bunun yerine tüm hayvanların üremesine izin vererek yaşamı vurguladık. Alva: Forgotten Valley, yıllar ve parçası olduğu çeşitli oyunlar boyunca farklı görünüyordu. Güncellenmiş karakter tasarımları veya güncelliğini yitirmiş özellikler nedeniyle kasabada yapılması gereken önemli değişiklikler var mıydı? Hoşina: Evet, orjinalinden birkaç değişiklik var. Her birimizin ortak noktası, oyunu 2023'te modern oyunculara en iyi şekilde nasıl sunacağımızdı. Örneğin karakter tasarımı açısından Sully artık kronometre yerine akıllı saat takıyor. Bir atletik antrenör olarak spor konusunda her zamanki kadar tutkulu, dolayısıyla en yeni ekipmanlara sahip olması çok doğal. Öte yandan evlilik adaylarımızdan biri olan Rock da orijinal oyundan pek değişmemiş. Kendine özgü bakış açısına ve estetik anlayışına değer veriyor, bu yüzden onu gerçek dünyada üzerinden 20 yıl geçmesine rağmen aynı tarzda tasvir etmeye karar verdik. Festivaller Mevsimlerin Hikayesi: Harika Bir Hayat Bir topluluğun bir araya gelip sosyalleşmesinin doğal yolları gibi hissettim.Alva: Orijinal GameCube versiyonundan Nintendo Switch'e geçerek oyunu hayata döndürmenin en zorlu kısmı neydi? Hoşina: Geliştirme sırasında karşılaştığımız zorluklardan biri, birçok diyalog varyasyonunun tamamını çözmekti. Belirtildiği gibi Yerelleştirme Blogu XSEED Games tarafından kendi sitesinde yayınlanan günlük NPC diyalogları karmaşık koşullar altında oynanıyor. Aynı yerde olsalar bile, sakinler güne bağlı olarak farklı tepkiler verebilir veya yalnızca konumları ve ruh halleri belirli kriterleri karşıladığında belirli sohbetlere girebilirler. Bu diyalog kurallarını tek tek oluşturmak için titizlikle çalıştık. Alva: Orijinal oyunda festivallere çok fazla odaklanılmadı, bu da önceki oyunlardan oldukça farklı. Mevsimlerin Hikayesi bugünün başlıkları. Yeniden yapımın her zamankinden daha fazla anılara ve ilişkilere odaklandığını düşünürsek, bu fikre uyacak şekilde festivaller eklendi mi/genişletildi mi? Hoşina: Projenin ilk aşamalarında yurtdışındaki grup şirketlerimiz ile festivallerin yenilenmesi konusunu görüştük. Festivallerin sayısı orijinal oyunda olduğu gibi sezon başına bir olacak şekilde aynı kalıyor ancak bu festivallerin içeriğini oyuncuların kalplerinde daha da unutulmaz kılmak için yeniden tasarladık. Örneğin, yaz havai fişek festivali yıllık bir aile etkinliği haline geldi. Umarım oyuncular yıllar geçtikçe festivalleri ziyaret etmeye devam ettikçe ilişkilerinin değiştiğini ve büyüdüğünü hissedebilirler. Gordy gibi karakterlere daha iyi uyum sağlamak için önemli değişiklikler yapıldı Mevsimlerin Hikayesi: Harika Bir Hayat Nintendo Switch'te,Alva: Oyunun, oyuncuların daha yeni gelenlere göre ayarlaması gerektiğini düşündüğünüz herhangi bir kısmı var mı? Mevsimlerin Hikayesi başlıklar? Hoşina: Harika Bir Hayat diğer son girişlerden oldukça farklı Mevsimlerin Hikayesi seri. Bu oyunda kahraman zaman geçtikçe yaşlanır. Birçoğunun oynamayı hedeflediğini bilsem de Mevsimlerin Hikayesi Bu giriş için umudum, oyuncuların oyundan ziyade ikinci bir hayat olarak, rahat bir tempoda oyundan keyif alabilmeleridir. Alva: Orijinal DS oyunları da dahil olmak üzere, yer aldıkları tüm farklı oyunlar göz önüne alındığında, Forgotten Valley'i ve sakinlerini yenilemek zor muydu? Harika Bir Hayat, Başka Bir Harika Hayatve PS2 Special Edition sürümü? Hoşina: Bu yeniden yapım üzerinde çalışmak sürekli olarak zorlu ama aynı zamanda eğlenceliydi. En zor kısım, eski taraftarların beklentileriyle yeni oyuncuların beklentilerini dengelemekti. Ben de eski bir hayranıyım, ilkokul günlerimden beri Forgotten Valley'de ikamet ediyorum. Ne yazık ki orijinal başlığın iyi niteliklerini başkalarına aktarmakta zorlandım. Eski hayranların tatmin edici bulduğu sıkıcı oyun, yeni gelenler için büyük bir engel olabilir. Elbette bu ikilemin mükemmel bir çözümü yok, bu yüzden oyunu mümkün olduğunca çok insanın keyif alması için dengelemeye dikkat ettik. Ancak daha önce de söylediğim gibi geliştirme inanılmaz eğlenceliydi. Bugünün oyuncularını tanıdığım ve sevdiğim Unutulmuş Vadi'de ağırlamayı hayal etmek bile bana sonsuz mutluluk veriyor! Küçük şeylerden keyif almak Mevsimlerin Hikayesi: Harika Bir Hayat oyunu oynamanın bir yoludur.Alva: Bir yaratıcının bakış açısına göre oyunun, Forgotten Valley'in tam deneyimini yaşamak için tekrar oynanması mı gerekiyor? Hoşina: Eğer "tamamlanma" tanımınız hayatı tüm evli adaylarla deneyimlemekse, o zaman oyunu birden çok kez tekrar oynamanız gerekecektir. Ancak tıpkı gerçek hayatta olduğu gibi oynamanın tek bir "doğru" yolu yoktur. Zamanınızı belirli bir hedef doğrultusunda çalışarak geçirebileceğiniz gibi, denizi seyrederek saatlerin geçmesine de izin verebilirsiniz. Bu soruyu bir yaratıcının bakış açısından yanıtlamak gerekirse, oyundaki her şeyi deneyimlemenin pek çok oyun tarzından yalnızca biri olduğunu düşünüyorum. Nihayetinde Unutulmuş Vadi'yi ziyaret eden herkesin, kendilerine en uygun şekilde keyif alacağını umuyorum. Alva: Orijinal oyunu deneyimlememiş oyunculara tavsiyeleriniz var mı? Hoşina: Bu oyunun içeriği başka bir hayat yaşamayı simüle ediyor. Uzun vadede zaman kısıtlamaları olsa da belli bir işi başarma baskısı olmadan günlerinizi özgürce geçirebilirsiniz. Bunu aklımızda tutarak oyuncuların Forgotten Valley'de huzurlu, stressiz bir yaşam süreceğini umuyoruz. Mevsimlerin Hikayesi: Harika Bir Hayat Nintendo Switch, PC, Xbox Series X|S ve PS5'te mevcuttur. Kaynak: techraptor
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So since I follow the Rune Factory blog they linked to an article XSEED had written on the official website for RF3 Special, talking about the localization process. How they're preserving all translated names for characters and locals (except sub locals within that were originally held back by DS Character Limits). Then they say not to ask about the Zzyzx Empire!
I mean, RF4 officially said it was a prank or insanity that the Empire changed its name temporarily so at least they're still willing to poke fun at that little translation messup!
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Ys: The Oath in Felghana was originally released on Pc system back in 2005 by developer Nihon Falcom in Japan (and released in the west in 2012 on Steam and Gog by XSEED Games). The game was released on the Psp in Japan and in North America in 2010.
I played this game both on Pc and on Psp and I can safely say that the Pc version of this game is actually harder compared to the Psp version. The psp port introduced some features that makes overall the game easier.
The first one is the double boost mode, which I already described in my Felghana post (I’ll link my post here so you can check this if you want). Having the possibility of healing yourself during boss fights with this makes the game slightly easier: you can access additional health and you can use this when you want, including using this against the boss.
Another option was added to the retry feature against the boss in the psp version. If Adol dies to a boss three times, an option will be given to retry with a lower difficulty level. The boss keeps the same maximum HP as the higher difficulty, but their attacks will be weakened to match the lower difficulty.
Another addition is a museum that features a prologue novella explaining why Adol and Dogi traveled to Felghana, along with a gallery and movie sections that unlock as you progress through the game.
After you beat the game once, on the psp version you unlock a New Game + mode which is accessible after a clear data file is loaded. You obtain some points everytime you clear the game, and you can use these points to obtain some bonuses to use in NG+ in a different difficulty from the one that you have originally played the game. This is another thing that can make the game easier compared to the Pc version.
You can also enable everytime and in any difficult mode “No-Fall Mode” which warps Adol back to the start of the current screen if he falls down a pit. In the PC version, it can only be enabled in the Very Easy or Easy modes.
The psp version also added a checkpoint system that saves your progress every time you transition to a new screen, allowing you to restart from the last checkpoint if you die instead of being sent back to the last save point.
Then there are other changes to accommodate the psp hardware, for example the texture quality has been reduced compared to PC Felghana and the framerate is locked to 30 fps (on PC is 60).
So, as you can see from this mini overview, the psp version added a lot of things to the game compared to the pc version (which is the one that I’ve used for my recent playthrough to see how it was). You can still easily play this game on pc but some of these features definitely makes the game easier.
The game contents are the same regardless of if you play this on pc or psp (besides the prologue added to the psp version) so you won’t lose anything in this regard.
The last version that I need to mention is the Nintendo Switch port of the game, which was released in Japan this year in April and for now we still don’t know if the game will be released in the west (if it does, it will probably be released by XSEED Games like the previous version of the game).
The Nintendo Switch version is based on the psp version of the game, so everything that I’ve mentioned before is present in this version. There are some additional features compared to the psp (for example, the game runs at 60 fps once again) but these aren’t game changing in any case.
There’s one thing that they added in the switch version that I’m interested to check out nonetheless, and this is the “high-speed mode" (first time that this was added in a Ys game - previously this was present only in Trails). The high-speed mode is something that increases the speed of the game to 1.5x or 2x if a button is pressed. I want to see how some of the bosses in this game are with this enabled, it might be super stupid to fight them in this way but yeah, this is a thing.
So with this I said everything that I wanted to say. The Switch version technically speaking is also playable in the west (that is if you know Japanese) but we will see if this version is brought here officially as well. If not, Pc and Psp are in english so you can play the game in this way if you want to.
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Zwei: The Arges Adventure - Localization Blog #1
AAAAAAHHHHH IT’S FINALLY HAPPENING.

I’ve been working on this game for the better part of a year now, but have been unable to say anything about it for PR reasons – namely, that it wasn’t in a showable state, and we didn’t want to confuse prospective players by having two Zwei games announced but unreleased at the same time. Which is totally reasonable, but AAAAAAAHHHH I’VE BEEN WANTING TO TALK ABOUT THIS GAME SO BADLY YOU HAVE NO IDEA.
…Ahem. First off, I guess I should bring you all up to speed, in case you missed the announcement. Falcom’s 2001 PC classic Zwei!! is coming to the Western world via Steam, GOG, and The Humble Store in early 2018, under the name Zwei: The Arges Adventure. Why the name change? Well, because we already released its 2008 sequel, Zwei: The Ilvard Insurrection (which was originally called Zwei II: Sky-High Great Adventure in Japan).

That’s right. Localization work wrapped on the sequel first, and now we’re finishing things up with the original.
What are we thinking?!, you must be asking yourselves. Why would we release the sequel first, then go back and release the original? Why wouldn’t we release the original game first? And since we’ve already released the more modern second entry in the series from seven years later, can this earlier effort really hold its own by comparison?

Well, that’s why I’m so excited. Because Zwei: The Arges Adventure is good. REALLY good. In fact, I dare say it’s my favorite translation I’ve ever worked on to date – yes, even topping Return to PopoloCrois and Corpse Party. And if you’re at all familiar with me (this is Tom, BTW), that statement alone should tell you that Zwei: AA is something special, since PopoloCrois and Corpse Party are… shall we say, perennial favorites of mine. To put it very lightly.
So, yeah. Let’s address those hypothetical questions, shall we?

Why would we release the sequel before the original? Well, two reasons. One, because we can – these games each tell standalone stories, set on different floating continents with different casts of characters. Zwei: AA’s two protagonists, Pipiro and Pokkle, do make a few cameo appearances in Zwei: II, but this is done almost purely for the sake of fanservice (the literal kind, not the naughty kind). When all is said and done, these two games are completely standalone, taking place in the same world but telling very different stories with very different characters and a very different feel. Think of it kind of like the Ys series, but even more episodic (since, Ys Origin aside, Ys has the Adol-as-protagonist connection from one game to the next, whereas Zwei doesn’t even have that!).
The other reason is because of the nature of Zwei: AA’s code. The Japanese version of this game utilized DirectX 5, was formatted strictly for 4:3 resolution with no widescreen options whatsoever, offered a lovely FPS selection of 30 or 15 (seriously!), counted on players to play it with mouse and keyboard over gamepad (it supported gamepads, but… barely), and contained no fewer than six unlockable Windows desktop apps that were loosely tied to yet completely separate from the main game.

This is one of them. And that first screenshot at the beginning of this blog entry is another.
In other words… this is the kind of adaptive coding project that’s been known to give lesser programmers heart attacks. Getting a game like this to even run on a modern Windows machine at all – much less run WELL – was decidedly not a task for the meek. In fact, it’s because of the way this game is coded that we ultimately decided to translate the game in-house rather than working with any fan-translators as we did for Zwei: II, as no two programmers would handle this text the same way – and trying to convert a fan-translated script to a format that would work for us would’ve taken almost as long as translating the game from scratch.
So, yeah. Getting Zwei: II out first was pretty much just done because… erm… it was ready first. And it was always GOING to be ready first. Even with a lengthy QA process and a couple minor delays, it still inevitably got finished long before its predecessor was ready to make its debut.
Fortunately, we hired a veteran programmer to work with us on Zwei: AA… but you’ll never guess who! It wasn’t Sara, since she was busy getting Zwei: II ready at the time (and a fine job she did of it, with one of our smoothest PC launches ever!). But this wasn’t our first time working with the guy we worked with on this project, either. It was, however, our first time working with him to modernize someone else’s game – and he really did perform some miracles for us (and put up with my many, many demands for quality-of-life improvements and feature additions, to boot!).
The man in question? Matt Fielding, of Magnetic Realms. A.k.a. the guy who brought you the game Exile’s End.

Pictured: Exile’s End. Which is also an awesome game you should play!
And thanks to his technical wizardry, you guys are going to have an astoundingly up-to-date version of Zwei!! on your hands at launch. We’re talking more than just widescreen support here – there’s full in-game integration of the Pet Monitor and other desktop apps, new control functionality for more natural gamepad support across the board, inclusion of the arranged soundtrack from the Japan-only PSP version of the game, additional art and text content not present in any previous version of the game, and much, much more (to be detailed in future blog entries!).

Moving on to the second question I asked, with Zwei: II already out, can Zwei: AA hold its own by comparison?
I think you know what my answer’s going to be, on that one. Zwei: The Arges Adventure is a freaking awesome game with a lot to offer, and differs from its own successor in enough key areas that it can very easily hold its own any day of the week. Hell, you might even like it better than Zwei: II – it’s certainly a very close call for me, but I’d say Zwei: AA gets the slight edge!
Sure, they’re both dungeon-crawling action RPGs at their core, and they both use food to level-up, even sharing the same food exchange system to discourage grinding. And the two-character party (plus one pet), with one character taking the role of physical attacker while the other slings spells, takes center stage in both titles as well. Plus, both games are set on floating continents in the same world.

That’s a lot of similarities, but they’re all relatively superficial. You could say Zwei: AA is like the 2D answer to Zwei: II’s 3D world, but that would be discounting its snarkier and more tongue-in-cheek storyline (yes, even more than Zwei: II’s!), or the gorgeous and ludicrously colorful hand-drawn backgrounds, or the two games’ very different approaches to pets (you only get one pet in Zwei: AA as opposed to the veritable army of pets featured in Zwei: II, but that one dog or cat [or other?] has significantly more personality and gameplay involvement than its many Zwei: II counterparts), or the huge variety of minigames on offer (all of which have been adapted to play from within the game itself, despite formerly existing only as desktop apps)… and that’s just scratching the surface. In short, although the two games use the same basic template, they represent two very different approaches to game design within the confines of that template.
For me as Zwei: AA’s translator, though, I can’t help but laser-focus right on the game’s dialogue. Protagonist duo Pipiro and Pokkle are without a doubt the best pair to write that somebody like me could ever ask for. Pokkle constantly cracks bad puns (and I do mean constantly!), wears a tail for funsies, and is always hitting on women twice his age.

And Pipiro just has absolutely no filter whatsoever, and is full of so much snark that she’s fit to burst.

Practically every line out of these two is an absolute gem – and that’s to say nothing of the many quirky NPCs surrounding them over the course of their rather lengthy quest (such as the endlessly self-delusional “libertine fatass” that’s funding your adventure, and his extremely no-nonsense maid who gave him that nickname).

I… really can’t stress enough how much fun it was to write for these characters, and how inspired I was to come up with the perfect phrasing for every line. I’m extremely appreciative that we chose to translate the game in-house, as it gave me an opportunity to work much more deeply with this script than I ever could’ve if we’d only been tasked with editing it. As time went on, I found myself revising my work on a daily basis, making small tweaks here and there as new bits of wordplay or better puns popped into my head (much to Matt’s chagrin, I’m sure!). The end result is something that I can stand behind as a faithful interpretation of the game’s mood and intent – an attempt to convey the same degree of lighthearted fun and irreverence present in every line of the Japanese script, but formatted to sound more natural in English, accounting for context, tone, atmosphere, and individual character quirks rather than just hammering out a word-for-word translation.
I’ve never laughed so hard while playing a JRPG before, and I truly hope that when you guys play this one in English, you’ll find its English interpretation just as hilarious as I found its original Japanese to be. That would mean I succeeded at what I set out to do, and would bring me great joy and pride as a localizer!

And please do keep an eye on this Tumblr, as I fully intend to give lots more info about Zwei: The Arges Adventure (and more screenshots showing off lines I’m particularly proud of) in the weeks to come!
Until then, I hope you’re all continuing to enjoy Zwei: The Ilvard Insurrection, and… well, I’mma go back to testin’ Zwei: The Arges Adventure now, ‘cause I want this game to be downright perfect when it’s released! And with translation and editing 100% complete, and coding probably somewhere in the 70-80% done range, that release date will be here before you know it…
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List of schools in South Bangalore
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no other game company got me like marv & xseed does
#stardust speaking !#gbfs gal pals could never#theyve been pushing so hard for gay marriage both in sos & rf and the fact its now happening#and that they prepared lines for it even when it was uncertain.......#ive had a rly bad week so reading that blog entry made me cry cuz having it confirmed itll launch w it for us#and that jp is getting a patch for it. and that everyone pushed for it to happen.....#companies arent friend but man. sometimes. life is good#man i was so sad rf5 didnt have it when both new sos does but rf5 localization team rly got us#next....gender neutral stuff.............cmon xseed.......u got this....
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Hmm, XSEED have released their first localisation blog for the upcoming Story of Seasons: A Wonderful Life remake?
OK, let's see what goodies they have to share...


Oh...
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Oh no...
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#harvest moon#Story of seasons#A wonderful life#Awl remake#bokumono#Localisation#Awl tartan#Flowey the flower#Undertale#Sorry ^^;#I had to... ^^;#Vinnie the vine awl
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oh man just found out xseed is hosting a fan art contest on their blog for sosawl, time to actually draw something decent lol………………
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His name is Vinnie now! His Japanese name is ツルタン, or “Tsurutan". The word “tsuru” is “vine,” while “-tan” is a more childish or cutesy way of saying the “-chan” suffix.
VINNIE IS A PERFECT NAME!
"We wanted to channel that same sort of playful “mascot” energy into his English name…which was how he became Vinnie the vine!" - Localization Blog #1 - XSEED GAMES
#harvest moon a wonderful life#hmawl#sosawl#hmanwl#harvest moon another wonderful life#story of seasons a wonderful life#story of seasons#sosanwl#vinnie#xseed games
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