Kevin Landon

14.1K posts

Kevin Landon

Kevin Landon

@Di3mini0n

Fighting Gamer & Professional Trader [email protected] - Business

New York, NY Katılım Haziran 2011
468 Takip Edilen18.2K Takipçiler
Kevin Landon
Kevin Landon@Di3mini0n·
@nycfurby Is this manic episode of yours a cry for help or are you just looking for attention?
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THG|Say-Co
THG|Say-Co@Sayco_DMV·
Ludovic from THG was detained by ICE, and right now he needs us. He’s more than a teammate — he’s family. We’ve set up a support link to help with legal fees and support during this time. If you can donate, please do. If not, please share. gofundme.com/f/support-ludo… #FreeLudovic
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FATAL FURY: City of the Wolves
FATAL FURY: City of the Wolves@FATALFURY_PR·
⚡ The legend reaches the next stage ⚡ Season 2 launches January 22, with a new character arriving each month for six months. Kim Jae Hoon, Nightmare Geese, Blue Mary, Wolfgang Krauser— and mysterious challengers yet unknown... Their identity will be revealed at a later date. Stay tuned for more updates! #FatalFury #CotW
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SNK GLOBAL
SNK GLOBAL@SNKPofficial·
🏆 Best Fighting Game 🏆 FATAL FURY: City of the Wolves has won the “Best Fighting Game” award at #TheGameAwards Thank you to everyone for your support✨ We will continue striving for even greater evolution!
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
I’d like to share that I’ll be leaving Bandai Namco at the end of 2025. With the TEKKEN series reaching its 30th anniversary—an important milestone for a project I’ve devoted much of my life to—I felt this was the most fitting moment to bring one chapter to a close. My roots lie in the days when I supported small local tournaments in Japanese arcades and in small halls and community centers overseas. I still remember carrying arcade cabinets by myself, encouraging people to “Please try TEKKEN,” and directly facing the players right in front of me. The conversations and atmosphere we shared in those places became the core of who I am as a developer and game creator. Even as the times changed, those experiences have remained at the center of my identity. And even after the tournament scene grew much larger, many of you continued to treat me like an old friend—challenging me at venues, inviting me out for drinks at bars. Those memories are also deeply precious to me. In recent years, I experienced the loss of several close friends in my personal life, and in my professional life I witnessed the retirement or passing of many senior colleagues whom I deeply respect. Those accumulated events made me reflect on the “time I have left as a creator.” During that period, I sought advice from Ken Kutaragi—whom I respect as though he were another father—and received invaluable encouragement and guidance. His words quietly supported me in making this decision. Over the past four to five years, I’ve gradually handed over all of my responsibilities, as well as the stories and worldbuilding I oversaw, to the team, bringing me to the present day. Looking back, I was fortunate to work on an extraordinary variety of projects—VR titles (such as Summer Lesson), Pokkén Tournament, the SoulCalibur series, and many others, both inside and outside the company. Each project was full of new discoveries and learning, and every one of them became an irreplaceable experience for me. To everyone who has supported me, to communities around the world, and to all the colleagues who have walked alongside me for so many years, I offer my deepest gratitude. I’ll share more about my next steps at a later date. Thank you very much for everything. 【Postscript】 Although I will be leaving the company at the end of 2025, Bandai Namco has asked me to appear at the TWT Finals at the end of January 2026, so I expect to attend as a guest. For 30 years I kept saying, “I’ll do it someday,” and never once performed as a DJ at a tournament event. So instead, I will be releasing—for the first and last time—a 60-minute TEKKEN DJ-style nonstop mix (DJ mix), personally edited by myself, together with this announcement. Listening to it brings back many memories. Thank you again, sincerely, for all these years. ‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud on.soundcloud.com/pEYofA4yXOwyC7… December 8, 2025 - The Final Day of TEKKEN’s 30th Anniversary - Katsuhiro Harada [日本語版 (Japanese version)] このたび、2025年末をもちまして、私はバンダイナムコを退職することにいたしました。 長く携わってきた『鉄拳』シリーズが30周年という大きな節目を迎え、ひとつの区切りとして最もふさわしい時期であると考えたためです。 私の原点は、日本のゲームセンターや、海外コミュニティの小さな講堂やコミュニティセンターで、まだ小規模なトーナメントをサポートしていた時代にあります。 アーケード筐体を自ら運び込み、「鉄拳もぜひ遊んでみてほしい」と声をかけながら、目の前の参加者と向き合った日々。 あの場で交わした言葉や空気が、私という開発者の核を形作りました。 時代が変化しても、あの経験が自分の中心にあります。 そしてトーナメントシーンが大きく成長した後も、皆さんは旧知の友人のように私に声をかけ、会場で対戦したり、バーで『一緒に飲もう』と誘ってくれました。 それらもまた、大切な思い出です。 ここ数年間、私生活においては友人達との死別があり、仕事においては、私が尊敬する多くの先輩方の引退や逝去に触れてきました。 そうした出来事の積み重ねが、私に『開発者として残された時間』について考える契機を与えました。 その過程で、私がもう一人の父親のように敬愛する久夛良木健さんにも相談し、貴重な助言と励ましのお言葉をいただきました。 この言葉もまた、今回の決断を静かに後押しするものとなりました。 そして、この4〜5年をかけて私の担ってきたすべての業務やストーリーや世界観、そして責務をチームに段階的に引き継ぎ、今日に至ります。 振り返れば、VR作品(サマーレッスンなど)や『ポッ拳』、ソウルキャリバーシリーズをはじめ、自社他社問わず数多くのプロジェクトに携わる機会に恵まれました。 いずれのプロジェクトも新しい発見と学びに満ち、かけがえのない経験となりました。 これまで支えてくださった皆様、世界中のコミュニティの皆様、そして長年ともに歩んできた仲間たちに深く感謝申し上げます。 次の歩みについては、改めて皆様にお伝えいたします。 これからも、どうぞよろしくお願いいたします。 +あとがき 2025年末をもって退職致しますが、2026年1月末のTWT FINALには顔を出してほしいと会社からお願いされていることもあり、FINALにはゲストとして顔を出すと思います。 これまで30年間『いつかやるよ』と言い続けてやってこなかったトーナメントイベントでのDJですが、その代わりとして“最初で最後のDJ風60分ノンストップ鉄拳ミックス(私による初編集DJ mix)”も、今回のポストに合わせて公開します。 ‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud on.soundcloud.com/pEYofA4yXOwyC7… 様々な思い出が蘇ります。改めて皆さんありがとうございました。 2025年12月8日 - 鉄拳30周年最終日 - Katsuhiro Harada
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Kevin Landon
Kevin Landon@Di3mini0n·
Check received 3 days ago and the money is in my account 👍🏾 Cropped to hide sensitive info. Posted to show proof.
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Kevin Landon
Kevin Landon@Di3mini0n·
I'm not gonna flame Arturo. I'm sure there are people who want to see that. If you have personal issues with him, hold him accountable, as I have with mine. Keeping it short. Have a good weekend and Happy Holidays.
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Kevin Landon
Kevin Landon@Di3mini0n·
days to think about how I was going to reply to this. There was a good bit of information that I wanted to disclose, but to end the drama here and keep the peace that seems to mostly be the reception in Arturo's replies, I am Lessening myself and handling this with kid gloves.
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Kevin Landon
Kevin Landon@Di3mini0n·
Good morning. Going into the weekend so I have some time.. I'm not sure how long it takes for the Marshal to get back to the creditor (me). Waiting on that and I will update when they do and I get the money in my account. Took long enough. With that said, I've had a few (con't)
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MATSUDA.Y
MATSUDA.Y@matsuda4951·
拡散よろしくお願いします🙇‍♂️ いよいよ来月に迫りました SPECIAL FT10ですが 今回はウル4! やり込み続けたプレイヤーの試合は必見!お楽しみに 11月2日(日)13時スタート twitch.tv/gamenewton
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Tom Cannon
Tom Cannon@ProtomCannon·
Hey guys, Tom here. Just one day from now, 2XKO will enter Early Access! While the game is still very WIP, this is an exciting new phase of development, so it’s a good time to talk about what Early Access means, and how it fits into our overall plan for launching the game. Our vision for 2XKO is a game and team built to serve the FGC, both today and (hopefully!) for generations to come. Here’s what we think it takes to do that: • An amazing game that’s fun at all skill levels and rewards your devotion to mastery • High quality content (like champs, skins, QoL updates, etc) delivered as a live service • A competitive ecosystem that supports and brings out the best in the FGC • Delivered on the platforms where fighting game players play today: consoles and PC So far, we’ve been focused on that first point: building an amazing game. After the Alpha Labs and Closed Beta, we’re feeling pretty good about our foundation. We’re now ready to build up what it's going to take to achieve our full vision. Enter, Early Access Specifically, in Early Access we’ll be looking at: • Seasons. Early Access kicks off with our first draft of seasonal content: Season 0. Every season will have a new champion, Battle Pass, and more. Season 0 will last through the end of 2025. From then on, we’re aiming for five seasons of 10-ish weeks a year, each bringing a new champion. • Ranked. We learned a lot during Closed Beta, and will be making improvements to placements, match fairness, and the tempo of the climb. Also, the team is cooking on ways to support labbing in Training Mode between Ranked matches instead of going back into the lobby. • Content. The in-game store is going live for the first time. We’ll be paying close attention to how content lands for you—what you love, and what you don’t—and the pace of progression in systems like the Battle Pass and Champion Mastery. • Competitive. We started supporting community tournaments toward the tail end of Closed Beta with our First Impact program, and we’re going to continue exploring the best ways to do that in Early Access. Here’s the list of events we’re sponsoring for the rest of 2025 if you’re interested. 2xko.riotgames.com/en-us/news/ann… • Console. We haven’t taken our foot off the gas in getting the game to console. Right now the team is focusing on the work that it takes to go from the console betas we shipped in Alpha Labs to a fully featured game. We’ll be sure to share major updates here. Once we get all of the above into great shape, we’ll be ready to leave Early Access and for the official launch of a “fully armed and operational” 2XKO! Just like with the Alpha Labs and Closed Beta, you can expect things to change as we figure out what’s working and what’s not. The key difference is that during Early Access we’ll be making changes live, so bear with us as we find our footing. We really appreciate all for your support and excitement leading up to this moment, and for being patient with us as we get the game to where it needs to be. Keep playing, keep talking to us, and keep the hype going. We’ll see you in Early Access. Til next time, Tom P.S. Support your locals.
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Brian_F
Brian_F@Bri4nF·
Daigo's response to Capcom Cup ppv doesn't touch much on the socio-economic issues of charging such a price, but more on issues with the format itself, and its inability to build engaging story lines and produce star players. Glad he brings this up because I lost hope for CPT
Chris_F@Chris_F_22

Daigo my 🐐 always and forever

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Street Fighter
Street Fighter@StreetFighter·
Sagat returns to #StreetFighter6 on August 5 and he demands an audience with you adoring p̵e̵s̵t̵s̵ fans. 🐅 Heed his summons lest he pummels you with regal uppercuts and majestic fireballs.
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Kevin Landon
Kevin Landon@Di3mini0n·
@NYChrisG Exactly. SNK dropped the ball on this product. Good gameplay alone is not enough to hold people's interest & they didn't give people a reason to care enough about the product The SF6 experience -battle hub & world tour- HIGHLY upped the standard for all FG's releasing after it
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Chris G
Chris G@NYChrisG·
Honestly its hard to say. But it would've been a good start. Snk already hates its fans by how badly they treat them with these mediocre unfinished products. Online being a big problem. The casuals specifically just care about a pretty product. Sf6 and nrs games show that story mode/world tour mode alone does wonders. No unlockables. No content. No outfits. Theres absolutely nothing fatal fury has right now besides -checks notes- unbalanced gameplay. Obviously this is outside of the millions of dollars in prize money they shouldve used on the game itself lol
Arlo Anime@ArloAnime

@NYChrisG Do you think even fixing the UI/ Balance would be enough to make necomers want to try? Feel like marketing wise they shouldve dumped that money into a film or anime series by @G1_BARI to promote the characters. the intro & gameplay, music to me are top tier but other issues exist

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