dothackers

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dothackers

@dothackers

your root town for .hack info since 2003!

Chicago, IL شامل ہوئے Mayıs 2008
567 فالونگ1.3K فالوورز
پن کیا گیا ٹویٹ
dothackers
dothackers@dothackers·
Hey dothackers, We've updated the message board w/ a dedicated .hack//Z.E.R.O. discussion forum. The dothackers board have been up and running for over 20 years! Let's log back into "The World" together and use a BBS (Kite and Balmung would approve) Link in profile #dothack
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dothackers@dothackers·
Weekly .hack media throwback until .hack//Z.E.R.O. is out? Why not. Up next, X-play (Morgan Webb) reviews .hack//Outbreak from 2003. Warning: Very 2000's edgy, not for the faint of heart. #dothack #hackzero
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dothackers
dothackers@dothackers·
Weekly .hack media throwback until .hack//Z.E.R.O. is out? Why not. Up next, .hack//SIGN Cartoon Network Toonami promo. Hate the game, not the player. Who stayed up to watch this??? #dothack #hackzero
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dothackers@dothackers·
@WormData They don't want to invest in the franchise and SAO became a cash cow. I'm glad CC2 finally got the ability to use the IP without their direct involvement. If the new iteration of .hack is a success I hope they can take the next step and find a better publisher.
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Datadragon
Datadragon@WormData·
@dothackers There really is something super scummy about Bamco doing all this for SAO right after something new for .Hack was finally announced. I actually think they did it on purpose.
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dothackers
dothackers@dothackers·
👋Friendly reminder, if you want to relive "unc" .hack vibes, visit our message board: dothackers.net/forums/ Over 20 years of .hack discussions!
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dothackers
dothackers@dothackers·
Weekly .hack media throwback until .hack//Z.E.R.O. is out? Why not. Lead Producer Daisuke Uchiyama pioneered the rare - at the time - "cross-media" strategy for .hack, driving the synchronized release of its games, anime, & manga. #dothack #hackzero
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dothackers@dothackers·
Weekly .hack media throwback until .hack//Z.E.R.O. is out? Why not. Up next, Japanese-launch .hack//G.U. PS2 commercial. #dothack #hackzero
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Let's Talk Tomorrow Woman
Let's Talk Tomorrow Woman@LetsTalkTommie·
@dothackers You have to kind of give it to them that they did all that to give a advertisement for a show on their network and still only gave it a 7 out of 10
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dothackers@dothackers·
Weekly .hack media throwback until .hack//Z.E.R.O. is out? Why not. Up next, Tom from Toonami reviews .hack//Infection. #dothack #hackzero
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dothackers@dothackers·
@DigiHasTakes This looks like a poorly translated part of the interview. They're talking about the .hack storyline not AI tools in real life that developers would use.
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Saint Digi
Saint Digi@DigiHasTakes·
I could only hope AI wasn't used to reduce the impact of human artists. Especially since .hack is CyberConnect2's baby only made possible from how many different people contributed to each entry. Gigantic let-down, if I'm being completely honest
Saint Digi tweet media
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AUTOMATON WEST
AUTOMATON WEST@AUTOMATON_ENG·
CyberConnect2 taking full responsibility for .hack//Z.E.R.O makes development way easier, says president Hiroshi Matsuyama. “We’ll make it with a level of passion never seen before. The only risks are financial” automaton-media.com/en/news/cyberc…
AUTOMATON WEST tweet mediaAUTOMATON WEST tweet media
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ShonenGames
ShonenGames@ShonenGameZ·
Article Highlight on CC2 moving towards working on their original IP instead of licensed games: Speaking seriously, our goal for the next ten years can be summed up in a single phrase: “world domination through content.” For example, there is probably no one on Earth who does not know Dragon Ball’s Son Goku. Even on the opposite side of the planet, everyone knows who he is. A manga born in Japan becoming an anime and then growing into an IP recognized by people all over the world — this is the greatest dream for those involved in entertainment. Up to now, we have been involved in developing games for wonderful IP such as Naruto and Dragon Ball Z. But moving forward, we want to deliver a worldwide mega-hit with characters and works we create entirely from scratch. Having CC2 at the center of games, manga, anime, films — every field — that is our objective for the next decade.
松山洋@サイバーコネクトツー@PIROSHI_CC2

【CC2】サイバーコネクトツー設立30周年記念インタビュー。松山洋社長が抱くつぎなる野望は"自社コンテンツによる世界征服" | ゲーム・エンタメ最新情報のファミ通.com famitsu.com/article/202602…

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