Macbeth

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Macbeth

Macbeth

@macbethgaming

Mortal Kombat devotee | PSN: WILLIAMacbeth

Katılım Şubat 2025
52 Takip Edilen9 Takipçiler
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
I have launched VS Studio. Built on the knowledge and passion we have cultivated over many years on the front lines of game development, we are now beginning a new challenge. VS Studio を立ち上げました。 私たちは、長年ゲーム開発の現場で培ってきた知見と情熱をもとに、新しい挑戦を始めます。 vs-studio.com
SNK GLOBAL@SNKPofficial

[Press Release] SNK Announces Establishment of New Studio Led by Katsuhiro Harada Katsuhiro Harada Appointed as Representative snk-corp.co.jp/us/press/2026/

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PlayStation
PlayStation@PlayStation·
New MARVEL Tōkon: Fighting Souls reveals: New hero - Hulk 💥 New hero - Black Panther 🐾 New stage - Wakanda 🏙️ New team - the Fighting Avengers 🛡️ More: play.st/4ekeY0H
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FGCentel
FGCentel@TheFGCentel·
Perfect Legend challenges SonicFox for a FT10 Exhibition at the next EVO! “I been putting in the work this time it’ll be different”
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viennality
viennality@viennality·
@macbethgaming @Razer Thanks for attending viennality and enjoy your new @Razer headset 🔥 Hope to welcome you to Vienna again in the future!
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Macbeth
Macbeth@macbethgaming·
Thank you, @viennality. I won this amazing @Razer headset in Vienna. Amazing event by amazing people. I can’t wait for next year’s tournament ❤️‍🔥🙏
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Anime FGC News
Anime FGC News@AFGCNews·
Marvel Tōkon: Fighting Souls March 2026 Patch Notes for the Arc World Tour Build via Discord [1/3]
Anime FGC News tweet mediaAnime FGC News tweet mediaAnime FGC News tweet mediaAnime FGC News tweet media
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MARVEL Tōkon News
MARVEL Tōkon News@TokonFighters·
MARVEL Tōkon: Fighting Souls PLAYSTATION 5 AND PC AUGUST 6TH, 2026 Standard Edition: $59.99 USD Digital Deluxe Edition: $84.99 USD Ultimate Edition: $99.99 USD • 20 playable characters at launch, 4 DLC characters in Year One pass, Episode Mode single player story & more!
MARVEL Tōkon News tweet mediaMARVEL Tōkon News tweet mediaMARVEL Tōkon News tweet mediaMARVEL Tōkon News tweet media
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
LOL hahaha. Of course. Here’s the reality: video game nerds like us spent our weekend nights inside games. When we were young, after school or work, we weren’t just “playing” ..we were living in arcades, battling for high scores, dissecting strategies. Every year brought new massive cabinets and motion-based machines, and that raw excitement was irreplaceable. Unlike the normies, gamers like us were grinding gold and coins long before crypto and digital wallets became trendy buzzwords. Back in the early internet days of the 1990s, farming items, gold, and platinum in Diablo, Ultima Online, and EverQuest was busier than our actual day jobs. And the first moment the world truly connected through online games? That was unreal. On Ultima Online’s official launch day, players were introducing themselves by country, saying things like: “My grandfather and yours fought in WWII — and now we’re playing together. How insane is that?” That was the first time the world genuinely felt connected. The virtual world outshined real nightlife districts by a mile. This was the narrowband era. Servers were fragile, and just putting an image on your homepage could get you treated like a criminal. Early Ultima Online? One step could take minutes. No exaggeration. We weren’t using undersea fiber from Japan to North America. Japanese players literally signed contracts with American AT&T providers and dialed by phone line all the way to Lake Superior servers. The lag was borderline unbelievable but no problem at all because fun. Going out to real-world parties? Not even remotely an option. When EverQuest hit its peak, anyone who invited you out on a Friday or Saturday night was friendship-ending. If you had time for nightlife, you clearly weren’t camping rare named spawns. Why go drinking when you could go dragon hunting? And yes.... the excitement was bladder-bursting level. We literally couldn’t leave to use the bathroom. Then PC performance went insane. Overclocking, benchmarking, higher resolutions.. nonstop. Then came story-driven shooter campaigns like Medal of Honor and Call of Duty, plus multiplayer games that simply never ended once you started. At some point, our lives even turned into nightly virtual bank robberies. Gamers were absurdly busy. There was zero time for old men’s social gatherings, elite banquets, or brain-dead club parties. The truth? Video games completely surpassed real-world entertainment. When my wife first came to my place, she was horrified and asked: “Why is there an arcade table cabinet in your living room? Does it cost 100 yen per play?” “Why is the next room filled with towers of empty boxes, CDs, and DVDs?” “Why are there so many screens and PCs ,,,, are you trading stocks?” “Why are hoses filled with green liquid running from all these PCs to giant metal towers on the balcony?” “Why are arcade controllers everywhere?” “Why are PC parts literally covering the walls?” Because at night I was being a blacksmith, a cute elf, a soldier, a bank robber, and a world saver — then going to work to make games, talking games, “researching” games by playing them, rushing home, and staying busy landing headshots. How long do you think it took before that finally made sense to her? I’ve lived a life that was insanely busy! and incredibly fulfilling. I’m proud. I’ve experienced every kind of place, moment, and community in the game world... and traveled the real world too, talking about games with people everywhere. It’s been an overwhelmingly fun life. There was no time wasted in decay. Every second was converted into XP, coins, or skills. And yes,,, even within the same game industry, there are plenty of people who have never written a line of code, drawn a single pixel, composed a bar of music, or written a line of specs.... yet somehow stay busy burning entertainment budgets with outsourcing vendors and license holders. They still love saying “when we made this game,” dropping the word "made", while bragging about nightlife war stories like that’s an achievement. For the record, those fake “industry guys or producers” (and there are a lot of them) live in a completely different world from us.
Katsuhiro Harada tweet media
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Macbeth retweetledi
Emir Han
Emir Han@RealEmirHan·
David Lynch will be forever GOATED for yelling at the producer who said scene is too long
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
Ah—yeah, This happened quite a while ago, didn't it? now that you mention it, when I found out what was going on with Aris, I remember getting angry and saying, “That’s ridiculous—there’s no way that’s acceptable!” So I took the cash I had on me at the time and went to see Aris at the venue, but he said, “I’m doing this because I want to—and honestly, I’m grateful,” and he stubbornly refused my offer and wouldn’t accept it. So he didn't end up taking that cash after all.
NiCipher 🖤🕷️🖤@Bagel_Man011

@Harada_TEKKEN The original linked Tweet.

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HIDEO_KOJIMA
HIDEO_KOJIMA@HIDEO_KOJIMA_EN·
I heard the tragic news that Vince has passed away. I still can’t believe it. I first met Vince during his time at Infinity Ward, when he and Jason were creating “COD: MW2.” After they were forced out of Infinity Ward, Vince went on to found Respawn. When I was preparing to go independent myself, and maybe because he felt we were in similar situations, he took the time to listen to me, offered advice, and supported me in many ways. He even showed me around the studio. Even after he moved to DICE, whenever I went to Los Angeles, we would have meals together and talk about our respective futures. I honestly don’t have the words. It’s far too soon. This is heartbreaking. R.I.P. Vince.
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Ed Boon
Ed Boon@noobde·
@TrillGG_ Balance patch incoming soon. ❤️
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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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Macbeth retweetledi
Ed Boon
Ed Boon@noobde·
We lost a legend today. Cary-Hiroyuki Tagawa @CHTOfficial played Shang Tsung in the 1995 Mortal Kombat film and sadly passed away at age 75. We had the privilege of his portrayal on the first MK film but also as an amazing voice actor in the Mortal Kombat 11 game. Cary was one of a kind. He combined danger, swagger and athleticism to his roles and will always be remembered as the man who first brought Shang Tsung to life on film. Rest in Peace. Your soul is eternal. #MortalKombat
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SonicFox
SonicFox@SonicFox·
It’s always nice to come to my Mom’s House and be reminded of how sweaty I used to be back in the day~
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