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MerryMart set to get control of pharmacy chain

MERRYMART Consumer Corp. on Monday said it inked an agreement to own a majority or a minimum post-investment stake of 67% in pharmacy chain Carlos Drugs-Lucena, Inc.

“We are excited to soon work with the Carlos Group to further grow the business and at the same time welcome the Pharmacy DNA to the MerryMart ecosystem,” MerryMart Chairman Edgar “Injap” J. Sia II said in a statement.

Also known as Carlos SuperDrug, the pharmacy chain is said to be the biggest in Quezon province. It was founded in 1946 by husband-and-wife entrepreneurs Diomedes and Generosa Carlos in Lucena City.

Its existing management team will continue to run the company, along with the MerryMart team. It has 27 operating branches to date.

“This transaction will give MerryMart greater market share in the region and increase its competitiveness whilst strengthening its supply chain as MerryMart continues to strive to deliver better value to its customers and stakeholders,” Marriana H. Yulo-Luccini, chief financial officer of MerryMart, said.

Mr. Sia said it will look for more opportunities to “accelerate its growth to capitalize on the continued consolidation from traditional to modern retail in the Philippines.”

MerryMart plans to continue seeking mergers and acquisitions with groceries and pharmacies for its organic expansion, as it aims to have a total of 1,200 branches across the country by 2030.

It also set a goal of generating P120 billion in system-wide recurring consumer sales revenue.

The company runs MerryMart Store, MerryMart Market, MerryMart Grocery, MerryMart Wholesale and Dark Groceries. It recently formed MM Consumer Technologies Corp. with MBOX Smart Lockers to kickstart its consumer technology portfolio.

Shares of MerryMart at the stock exchange went up by 4.02% or 16 centavos on Monday, closing at P4.14 each. — Keren Concepcion G. Valmonte

Sta. Lucia Land files 3-billion shares offering

LISTED property developer Sta. Lucia Land, Inc. (SLI) filed a registration statement with the Securities and Exchange Commission (SEC) on Friday for a follow-on offering, the company disclosed on Monday.

“Up to 3,000,000,000 new shares are being issued by the company from its authorized and unissued capital stock by way of a primary offer,” Sta. Lucia Land said in its registration statement.

The follow-on offer consists of 2.5 billion common shares to be priced at P2.38 to P3.29 apiece at most, with an over-allotment option of 500 million common shares.

Should the over-allotment option be exercised, the company’s total outstanding shares may increase up to 11,196,450,000. The offer shares will make up 26.79% of Sta. Lucia Land’s outstanding capital stock.

If offer shares are priced at P3.29 apiece, the company can net up to P9.87 billion.

Sta. Lucia Land said it aims to use net proceeds from the offer to partially fund capital expenditures for new and ongoing projects, “strategic” landbanking activities, to refinance short-term debts, and other corporate purposes.

The company plans to allocate some of the proceeds for its projects in Central Visayas, Western Visayas, Calabarzon, Davao Region, Soccsksargen, Mimaropa, Cordillera Administrative Region, and in the National Capital Region.

It also named Calabarzon, Western Visayas, Central Luzon, and the Davao Region as target areas for its landbanking activities.

“The company’s strategy for development is to focus on provincial areas that are largely ignored and underserved by its bigger competitors whose project have, until recently, been concentrated in Metro Manila which is already congested and near saturation,” Sta. Lucia Land said.

The company said it is currently present in 11 regions in the Philippines.

Sta. Lucia Land assigned China Bank Capital Corp. as the sole issue manager, lead underwriter, and sole bookrunner for the transaction.

On Monday, its shares at the stock exchange went up by 2.35% or seven centavos to close at P3.05 each. — Keren Concepcion G. Valmonte

China to order Tencent Music to give up music label exclusivity

TENCENT has the exclusive rights to music from Jay Chou, one of the Chinese-speaking world’s most influential artists. — GEM_ADY/EN.WIKIPEDIA.ORG

HONG KONG — China’s antitrust regulator is poised to order the music streaming arm of Tencent Holdings Ltd. give up exclusive rights to music labels, two people with direct knowledge of the matter said on Monday.

The penalty, plus a 500,000 yuan ($77,150) fine for misreporting the acquisition of two apps, is the culmination of an investigation by the State Administration of Market Regulation (SAMR) into Tencent Music Entertainment Group, China’s dominant music streaming company, the people told Reuters.

In April, Reuters reported that the regulator was preparing to fine Tencent Holdings as part of a sweeping antitrust clamp-down on the country’s internet giants, with two people saying the company should expect a penalty of at least 10 billion yuan.

The people said at the time that the gaming and social media leader was lobbying for a more lenient penalty.

Reuters could not immediately determine whether Tencent Holdings faces further antitrust penalties beyond the expected ruling on Tencent Music.

SAMR, Tencent Holdings and Tencent Music did not respond to Reuters’ requests for comment on Monday.

Under the terms of the penalty, SAMR will fine Tencent Music for not properly reporting the 2016 acquisitions of competing apps Kugou and Kuwo for antitrust review, an offense capped at 500,000 yuan, the people said.

In April, Reuters reported that SAMR had told Tencent Music it may have to sell Kuwo and Kugou, but the people on Monday said it no longer faces that outcome.

Still, SAMR on Saturday said it would block Tencent Holding’s plan to merge China’s two biggest videogame streaming site operators —  Huya, Inc. and DouYu International Holdings Ltd. —  on antitrust grounds, confirming an earlier Reuters report.

EXCLUSIVITY
SAMR began investigating Tencent Music in 2018 but stopped in 2019 after the company agreed to stop renewing some of its exclusive rights, which normally expire after three years, two people with knowledge of the matter previously told Reuters.

Tencent Music, China’s equivalent to Spotify Technology SA, had been pursuing exclusive streaming rights with record labels including Universal Music Group, Sony Music Group, and Warner Music Group Corp.

However, it kept exclusive rights to music from Jay Chou —  one of the Chinese-speaking world’s most influential artists —  which it used, along with some others, as a competitive edge against smaller rivals.

China has since late last year sought to curb the economic and social power of its once loosely regulated internet giants, in a clamp-down backed by President Xi Jinping.

In April, SAMR imposed a record 18 billion yuan fine on Alibaba Group Holding Ltd., ruling the e-commerce leader had abused its dominant market position for several years. — Reuters

Cirtek unit’s supply deal with 2 telcos extended

A UNIT of technology company Cirtek Holdings Philippines Corp. has extended a master supply agreement with two telecommunication companies in North America.

Cirtek said in a regulatory filing on Monday that the agreement between its telecom base station antenna unit Quintel USA, Inc. and two unnamed carriers provides for a business extension of another five years.

“This comes at a time following a series of new product introductions released by Quintel when fifth generation (5G) is at an inflection point,” Cirtek said.

“Quintel’s 5G products are precisely designed with the customer’s network architecture in mind allowing synergies in terms of backwards compatibility to existing infrastructure while providing 5G capability at a fraction of the cost against competitor products,” it added.

Jorge S. Aguilar, Cirtek vice-chairman, said Quintel is projected to grow its business in the near to medium term due to the relevance of its products and positive customer reception.

“Our products allow carriers to stay ahead of their game and maximize 5G services in the quickest and most cost economical manner. We are preparing our supply chain, planning, capacity expansion and capital expenditures to fully support the demand as we look to grow our market share to double digit figures in the next three to five years,” Mr. Aguilar said.

Cirtek said that based on a research and market study published in March, the global 5G base station market is estimated to grow by a compound annual growth rate of around 32% over the period of 2020 to 2028 and is seen to cross market valuation of $177 billion by 2028.

On Monday, shares of Cirtek at the stock exchange ended flat at P5.52 apiece. — Revin Mikhael D. Ochave

How far can friendships go?

Alessandra de Rossi wrote, acted, and directed My Amanda which premieres on Netflix

A FRIENDSHIP between a man and a woman does not always have to take a romantic route. The film My Amanda  written, directed, and starred in by Alessandra de Rossi —  explores how much people are willing to give for friendship.

The film —  which premieres on Netflix on July 15 —  follows two close friends, TJ (played by Piolo Pascual) and Amanda (play by Alessandra de Rossi), who share every aspect of their lives together.

The character of TJ is based of Ms. De Rossi’ real life best friend of the same name.

“This story is very personal to me because it’s about my friendships… But, of course, the story (of the film) has nothing to do with real life,” Ms. De Rossi said at an online press conference on July 8 held via Zoom.

“It’s something that I wanted to share with Filipinos also, that a guy and a girl can be friends. I don’t want people to always be beside the opposite sex and think that [there is] some sexual tension. I want people to treasure friendships and appreciate them as they are,” she added.

Their characters share many experiences from taking long road trips, sharing vacations, and witnessing each other’s milestones. As their respective lives evolve, their bond remains the only constant.

“If you really have the purest of intentions, then it is possible to not cross the line and just be there for each other and just be there for that person that you value the most,” Mr. Pascual said of the character’s relationship in the film.

Despite having fun shooting, Ms. De Rossi found it draining to multi-task between acting, directing, and deciding on camera shots.

“’Yung challenging is doing all three together. Wala na sigurong mas challenging pa doon (Nothing can probably be more challenging than that),” Ms. De Rossi admitted.

Gusto kong ulitin yung [pagiging] director na hindi ako actor, kasi wala ako sa monitor to feel the scene. Preview na lang pinapanood ko (I want to experience being the director when I am not also an actor, because I am not behind the monitor to feel the scene. I only get to watch the preview),” she said, adding that she only got to experience the directing task in post-production, doing sound design, editing, and color grading.

On the other hand, Mr. Pascual had a relaxed preparation for shooting the film since he was mostly “being himself” around Ms. De Rossi.

“It was easy being directed by Alessandra because she knew her material, she knew her script, she knew what she wanted, she knew her shots, so I didn’t have to think about Alessandra as an actress, because I knew she could take it on,” he said.

Also in the film’s cast are Luz Valdez, KC Montero, and Helga Krapf.

The film’s producer, Spring Films, which was founded and managed by Mr. Pascual, got in touch with Netflix and offered the film for a global release.

“When they gave us a deadline, we made sure [to] put in all our efforts, whatever we can do to make this beautiful film,” Mr. Pascual said.

My Amanda premieres on Netflix on July 15. For more information, visit www.netflix.com/myamanda. — Michelle Anne P. Soliman

Filinvest REIT gets PSE nod for nearly 5-B shares offer

THE Philippine Stock Exchange (PSE) said it approved the application of Filinvest REIT Corp. (FILREIT) to list 4,892,777,994 common shares under the local bourse’s main board, which would include the shares for its initial public offering (IPO).

“The exchange’s approval of the conduct of the IPO and listing of the company’s shares is subject to its compliance with all of the post-approval requirements of the exchange,” the PSE said.

FILREIT, formerly Cyberzone Properties, Inc., is the real estate investment trust unit sponsored by Filinvest Land, Inc. (FLI).

The portfolio contains 17 office buildings, 16 of which are located in Northgate Cyberzone in Filinvest City in Alabang while one is in the gateway of Cebu IT Park. It has over 300,000 square meters (sq.m.) of gross leasable area (GLA).

The IPO is a secondary offering of up to 1,634,187,850 common shares offered by FLI priced at P8.30 apiece at most, with an overallotment option of nearly 163,418,785 common shares. Its final offer price will be determined on July 19.

“In total, the offer shares will represent approximately 36.74% of FILREIT’s issued and outstanding capital stock after the completion of the offer, assuming the full exercise of the overallotment option,” Filinvest Land said in a disclosure on Monday.

Parent firm Filinvest Land will receive all proceeds from the offer, which may total up to P14.92 billion if the overallotment option is exercised.

FILREIT’s offer period will run from July 26 to Aug. 3, while its tentative listing date is set to Aug. 12. It will be listed under the ticker symbol “FILRT.”

“The third REIT company is set to join our roster of listed firms and we trust that this will send a strong signal for more companies to consider REIT listing as a viable mechanism to raise capital for their expansion plans; as well as provide our investors alternative investment opportunities,” PSE President and Chief Executive Officer Ramon S. Monzon said in a statement.

Filinvest Land has 14 operational office buildings as of end-March, with 11 more under construction in central business districts “that may form additional pipeline acquisitions for the company.” It said these would add around 315,000 sq.m. to its GLA.

Shares of Filinvest Land at the stock exchange rose by 1.75% or two centavos on Monday, closing at P1.16 each. — Keren Concepcion G. Valmonte

CREATE law seen driving countryside growth

NEW LOCATORS based in economic zones such as Aboitiz-led LIMA Estate in Batangas will be able to enjoy tax benefits from the Corporate Recovery and Tax Incentives for Enterprises (CREATE) law. — COMPANY HANDOUT

By Jenina P. Ibañez, Reporter

LOCATOR INTEREST in the countryside is expected to grow after the release of the implementing rules of the law that cuts corporate income tax and reforms the country’s tax incentive system, real estate services firms said.

“The IRR (implementing rules and regulations) will help occupiers consider their options for their existing or future registered projects/activities,” Colliers Philippines Tenant Representation Director Dom Fredrick Andaya said in a statement Thursday.

“Additional tax holidays for locators who will completely relocate from Metro Manila and longer duration incentives for market activities in the countryside will encourage certain locators to start exploring and growing in provincial locations.”

The IRR of the Corporate Recovery and Tax Incentives for Enterprises (CREATE) Act released last month listed information on tax incentives for investors.

CREATE favors investments in science, technology and sectors considered “critical” to the economy’s industrial revolution, granting such projects the longest period of incentives.

Registered activities that will completely relocate from the National Capital Region may receive additional three years of income tax holidays.

For projects registered under CREATE, the three years starts after the expiration of granted incentives. For projects registered before the effectivity of the law, the additional years will start after the transition period expires.

Mr. Andaya added that property occupiers will review the tax incentives to identify their best options for the next few years to maximize benefits under CREATE.

Areas covered by the Philippine Economic Zone Authority (PEZA) will still be the top consideration for many registered enterprises, including outsourcing firms, he said.

Lobien Realty Group Chief Executive Officer Sheila G. Lobien said that significant items under CREATE are business friendly and will back Philippine economic recovery, including the lowered corporate income tax and more “focused” tax incentives.

“(Incentives are) given to firms engaged in industries aligned with the country’s development agenda which may be based on industry, position in the value chain and location of the business,” she said in an e-mail on Friday.

“Economic zones are thus expected to be crucial in the CREATE law; and as these economic zones are mostly located outside Metro Manila, then the provinces hosting these economic zones are expected to be the next centers of economic activities.”

She added that investors will carefully assess tax benefits and additional incentives the government may offer to encourage them to do business in less developed regions, adding that knowledge-based and digital industries will benefit from CREATE.

Colliers is awaiting the release of the Strategic Investment Priority Plan (SIPP), which would define priority projects eligible for incentives. The potential impact of SIPP on economic zones will be explored further as more information on it is released, Mr. Andaya added.

Aboitiz InfraCapital, Inc. said in April that new locators at its industrial estates will be well-positioned to avail of the tax benefits provided under CREATE.

“New and expanding locators in our Integrated Economic Centers stand to benefit from the CREATE Law. The locations of our industrial estates in Lipa-Malvar, Batangas and Balamban, Cebu will allow both exporters and domestic enterprises to maximize the incentives CREATE offers,” Rafael P. Fernandez de Mesa, Aboitiz InfraCapital first vice-president — industrial and commercial business units, said in a statement.

“It will help spur economic recovery and drive new investment to the countryside, where we are ready to meet the anticipated demand with the ongoing expansion of our world-class estates,” he added.

The Aboitiz Integrated Economic Centers include the LIMA Estate in Lipa-Malvar, Batangas; Mactan Economic Zone II in Lapu-Lapu City, Cebu; and the West Cebu Industrial Park in Balamban, Cebu. These are economic zones registered with PEZA and home to 187 locators and around 90,000 employees.

A few points shy of perfection

RESIDENT EVIL VILLAGE — RESIDENTEVIL.COM/VILLAGE

Video Game Review
Resident Evil Village
Sony PlayStation 5

Guilty Gear ~Strive~
Sony PlayStation 5

THE Resident Evil series has always been enveloped by a story of evil corporations and shadowy under-the-table conspiracies. It has always dealt with the corruption of laws and public servants, showing how rampant, gross misuse of power and money corrupts, and how survival amid all the tangible and intangible horrors depends on the tools you possess and what information you have on hand. The franchise has done this spectacularly, time and time again. True, the weaker parts of the series still stick out like a proverbial sore thumb, but, overall, Capcom’s horror/action/adventure intellectual property has had a good run, and still stands strong. Even with all its perceived missteps, it continues to be among the best in its hybrid genre.

Resident Evil Village keeps the winning streak going, capitalizing on the series’ strengths while framing its plentiful action-based elements in an almost fairy-tale-like narrative that’s both unsettling and exciting. While it may not present many new ideas, it manages to churn out familiar parts with equal verve, and the distinct combination of progress and tradition results in the franchise’s latest offering having its own unique charm to fall back on. It may not reinvent the series, but it’s a Resident Evil title that will have you on the edge of your seat all the same.

In Resident Evil Village, you play as Ethan, three years after the events of the immediate past release in the series. He sees his friend shoot his wife, and his child is taken before his eyes — right as he’s knocked unconscious. When he wakes, he finds himself in a snowy village far removed from civilization. He’s alone and defenseless, trapped in a world where feral monsters, giant mutated beasts, and killer vampires roam. With just his wits and whatever weapons and items he can scavenge, he must find his bearings, find his daughter, and escape from his always-threatening surroundings before time runs out.

Resident Evil Village hums from the get-go, and, in this regard, the Resident Evil engine needs to be praised for what it is able to do. The environment is absolutely stunning, especially when combined with the game’s sound design. The sights it shows are truly a marvel, with the opening sequence having you emerge from a dark, gloomy forest to behold the areas you’ll soon explore — a ramshackle village with a foreboding castle looming in the distance. You’ll explore every nook and cranny you can get into, including paintings that adorn long hallways and blood trails in the snow. You’ll hear the distant crowing and bleating of animals in the distance, and you’ll get sucked at how good the Sony PlayStation 5 is able to render all the visuals without a hitch, even when the screen gets busy with action. While it is true that presentation doesn’t make a game great per se, there can be no discounting the positive effect it has in keeping you immersed. It makes all the exploration sequences — potential drags — engrossing, and the occasional escape-room sequences and puzzles even more compelling. In between are the quiet moments that really nail down the atmosphere in the midst of all the visceral richness, ultimately setting up some of the game’s best scares. What a blast.

The same goes for the combat sequences in Resident Evil Village. While you’ll mainly be solving puzzles and finding items to help you on your journey, you’ll find the village’s denizens far from welcoming. You’ll be forced to defend yourself against them, and the arsenal you have access to gives you plenty of options when dealing with them. You’ll use handguns, shotguns, and rifles to bring any enemies down, but you can also craft your own ammunition and improvised explosives to help you out against hordes. When they get close, you can always use Ethan’s block move to reduce incoming damage, not to mention his ability to shove them back as a way to gain some distance from your attackers and line up a new shot.

As Resident Evil Village’s story progresses, you’ll be able to access different types of guns to play with, upgrade Ethan with a variety of passive buffs to make him stronger, and even engage in some friendly bartering with the game’s merchant. Later on, you’ll gain access to better upgrades for your weapons, find secret treasures to sell, and encounter newer, more dangerous foes to beat down. And all of it just feels amazing.

For longtime Resident Evil fans, Resident Evil Village really does make use of the best parts of its predecessors. You get to see the recent Resident Evil remakes’ engine pushed to the limit. You have the slow, grim atmosphere and backtracking of the classic titles in the franchise, with vastly different areas and environments to lose yourself in. You have the first-person camera of Resident Evil 7 for that heightened, immersive experience. You have the action sequences and inventory management of Resident Evil 4, and you have the silly, over-the-top, enjoyable villains that the Resident Evil series is known for.

It all sounds like a mish-mash of ideas that has the potential to come together as an incoherent mess, but Resident Evil Village manages to pull off the brilliant combination of horror and action. The pacing is nearly perfect, moving between desperate action sequences, and quiet, tense exploration segments. Just when you’re comfortable and settling down, Resident Evil Village does its best to throw you off and keep you on your toes.

And that’s just for the main game of Resident Evil Village. Those new to the Resident Evil series will find that it takes around eight to 12 hours for a first run. More repetitions lead to efficiency, and, soon enough, the game can be finished in as fast as two to three hours. If nothing else, though, the compelling calling to improve on finish times underscores its extremely high replay value. The existence of New Game+ means you can bring your upgraded weapons to bear for some righteous comeuppance against some enemies that really pissed you off before. A mercenary mode exists to test you on your aiming skills and twitch shooting, with rewards unlocking art gallery items to view and even extra unlockable items to bring into the main game. And if that’s not enough, there’s always the Village of Shadows difficulty to test your skills, pitting you against even more aggressive enemies. It’s a lot of extra content to pore through, and one that impels you to spend more and more time on the game.

If anything in Resident Evil Village stands out as a flaw, it would have to be how certain parts of the game feel drastically different from others. For instance, the first large-scale fight you’ll have is almost unnecessarily difficult, given that you’re still unfamiliar with how enemies dart from side to side. It’s not impossible by any means, but it’s a rough learning curve that might put off the faint of heart. Additionally, the final act of Resident Evil Village is far more action-oriented than its slower, more methodical early parts, which may leave people disappointed if they were looking for more scares.

In the final analysis, most of Resident Evil Village’s supposed “flaws” aren’t down to any technical problems or core design issues. They’re just pacing issues. When you look at the bigger picture, the title offers much at the outset, and then more and more as you progress. It establishes a fresh, enjoyable story to experience. It gives a ton of content to unlock with New Game+. It provides a mercenary mode for you to lose yourself in. It boasts of a solid, holistic Resident Evil experience that shows off the franchise’s best parts. Which is to contend that it’s a must-buy for any true Resident Evil fan — or any true gaming fan, for that matter. Just a few points shy of perfection, it’s a game that you’ll thoroughly enjoy the entire way through, and one that leaves you eager for more.

THE GOOD:

* Beautiful graphics combined with solid performance and consistent framerates

* High replay value and tons of content to run through with New Game+, Mercenary Mode, and Village of Shadows option

* Plays to its strengths by combining a solid shooter with survival horror elements and creepy, dark surroundings

THE BAD

* Rough beginning that can be frustrating, especially on the harder modes

* Not enough horror segments towards the latter part of the game

RATING: 9.5/10

POSTSCRIPT: Guilty Gear is a series that has run for more than two decades, first seeing the light of day on the original Sony PlayStation way back in 1998. Back then, Guilty Gear was not the beloved series it is now; it was a nobody, and as a newcomer to the fighting game genre, it had to compete against much more popular, already established video games series like Mortal Kombat and Street Fighter. Nevertheless, even with the odds stacked against it, Arc System Works managed to create something special with its unique spin on an anime fighter, wowing its players with its stylish combos, outstanding sprites, and fast-paced gameplay.

Now, 23 years after its initial release, the Guilty Gear series seeks to channel the same energy with Guilty Gear ~Strive~. Released on Steam, PlayStation 4, and PlayStation 5, and the arcades, it brings to the table a marked focus on fast-paced combat, flashy graphics, and solid gameplay mechanics, promising an exciting, competitive experience that few other games can compete with.

The premise in Guilty Gear ~Strive~ is simple. Fight your way to the top and conquer the opposition using both style and skill. Enjoy its deep, intricate combat system, and challenge others in multiplayer mode, or lose yourself in its extensive single player storyline. Learn the combos of your favorite characters, fall in love with their gorgeous animations, and bring down your opponent’s life bar through combos, feints and hits. It’s a prime example of an outstanding two-dimensional fighting game, with Arc System Works pulling out all the stops to make sure all the bells and whistles you’d expect from the series are present.

True to the identity of the Guilty Gear series, Guilty Gear ~Strive~ retains the flashy, entertaining combos. These will be your bread and butter when dealing with your opponents, although, for longtime followers of the genre, these combos appear to be much more accessible and easier to perform, allowing for a seamless string of fancy hits and juggles. Previously, hits came with leniency, but only some could be chained, with the moves typically being slower to perform. As they were much more telegraphed, the development balances out the consistent damage output you could do. As a result, the latest iteration, gets a very nice change of pace, relying on pokes and tactics to land hits that can eventually transition to a solid combo.

Guilty Gear ~Strive~’s new system may take some getting used to, especially if you’re used to the pace of the older games, but the change lets both newcomers and veterans spar on a fairly even level, while still retaining much of the combat’s depth. Now, fancy combos are much easier to perform but much harder to land in general, relying on mind-gaming, feints, and reading your opponent’s moves and thought process. It’s surprisingly addictive when you’re facing a human player because of it, and it gives the game its solid combat flow that anyone can appreciate. With 15 fighters to play with, and all unique and different in their moves, personality, and design, it’s hard not to appreciate what Guilty Gear ~Strive~ does when it can hold your attention so well.

Guilty Gear ~Strive~ isn’t perfect, however. Notably, its single-player offering lacks the mechanical depth of player-versus-player combat. True, the Artificial Intelligence is pretty solid on its own accord, but fighting a computer won’t give you as much satisfaction as fighting a player does. While the game features some handy single player content in the form of missions and a story mode, it pales in comparison to its online multiplayer component. Its single player mode feels more like mere training ground to get used to its new mechanics.

While other fighters in the past have struggled depending on who you’re connecting to, Guilty Gear ~Strive~’s online capability is no slouch, able to match up to the monumental task of connecting players together via its solid rollback netcode. This allows for players across the globe to match each other on even footing, without having excessive lag ruin the experience.

This is the key defining factor that sets Guilty Gear ~Strive~ apart from other fighting games. It’s not just an accessible title; it’s one that excels at its primary job of bringing in some good old fashioned 2D fighting. Even for those dabbling in other titles like, say, Soul Calibur, and for those partial to the moves of such notables as Ryougi Shiki and Akiha Tohno, Guilty Gear ~Strive~ manages to captivate due to its fluid online service. Melty Blood may be fun to play with people located in the same room, but Guilty Gear ~Strive~ is fun to play with everyone, allowing you to connect with players in other countries without a trace of lag or delay.

All told, Guilty Gear ~Strive~ is the perfect game to play if you’re a fan of fighting games. Beneath its already-appealing anime aesthetic is a solid, no-nonsense fighter that excels at bringing people together. Fans of the fighting game genre should do their best to play Guilty Gear ~Strive~ while it’s still hot, especially if they’re into competitive online gameplay. While its roster of characters may be limited when compared to its contemporaries, its quality shines through in spite of the minor flaw. It looks pretty, plays great, and embodies the best of the competitive, online spirit that all fighting games find hard to capture.

THE GOOD:

* Great artstyle and designs all around

* Fast and fluid combat, paired with a strong emphasis on online competition

* Accessible and easy to learn, while still giving enough room for experimentation and mastery

THE BAD:

* Relatively low number of characters to choose from

* Single Player mode is nowhere near as strong as its online mode

* Series veterans may feel put off to the slight change in pacing that Guilty Gear ~Strive~ takes on

RATING: 9.5/10

THE LAST WORD: Ys IX: Monstrum Nox is now out on Windows systems, the Nintendo Switch, and Google Stadia. The action role-playing game is the latest release in the long-running Ys franchise from Tachikawa-based developer Nihon Falcom. Employing the same gameplay mechanics as predecessor Ys VIII: Lacrimosa of Dana, it allows gamers to switch characters on the fly, and as dictated by circumstances.

Also out from publisher Nippon Ichi Software America’s stable is The Silver Case 2425, which packages remastered versions of videogame designer Goichi Suda’s acclaimed The Silver Case and The 25th Ward: The Silver Case. The Nintendo Switch version includes two new scenarios and 12 remixed and two additional audio tracks. To contend that the two titles have made an impact on Suda’s subsequent works would be an understatement. For instance, Killer7 explored and featured similar elements by design.

Rising BPO demand boosts Q2 office market

PHILSTAR

OFFICE SPACE demand has recently surged to its highest since the start of the pandemic, backed by growing interest from outsourcing firms, Leechiu Property Consultants (LPC) said.

Demand for office space went up 38% in the second quarter of 2021 to 169,000 square meters (sq.m.) compared to the preceding three months, the real estate services firm said.

Total office space demand in the first half reached 291,000 sq.m.

“This is already 75% of demand for the entire 2020. There is no doubt that the Philippines is back on the radar of global occupiers,” LPC Chief Executive Officer David T. Leechiu said in a press release on Friday.

The business process outsourcing (BPO) industry accounted for 92,000 sq.m., or more than half of second quarter demand. The 160% growth since the first quarter is driven by more economic stability in Western countries, LPC said.

“Even if they were relatively quiet in 2020, BPOs are back,” Mr. Leechiu said. “The same fundamentals that attracted BPOs to the Philippines during the financial crisis of 2008 are once again working for us.”

LPC said that investor sentiment has improved amid the rollout of coronavirus disease 2019 (COVID-19) vaccines.

Philippine Offshore Gaming Operators (POGOs) could also renew interest in the country’s office market as international borders reopen and after tax issues were clarified, the company added, noting that stronger demand in the country’s office market in the second quarter strongly indicates recovery.

Senate Bill No. 2232 approved on third and final reading last month set the taxes on POGOs and their foreign employees. Offshore gaming licensees that are considered to be doing business in the Philippines will be subject to 5% gaming tax on gross gaming revenues or receipts from their gaming operations.

Various real estate services analysts in April said that growing demand in office spaces from outsourcing companies is unlikely to offset losses from the exodus of POGOs, projecting recovery by the fourth quarter of 2021 or early 2022. — Jenina P. Ibañez

Hawaii eases entry rules for PAL passengers

PHILIPPINEAIRLINES.COM

PHILIPPINE Airlines (PAL) passengers traveling to Hawaii will be exempt from quarantine requirements if they submit negative COVID-19 tests from the airline’s accredited partners.

The flag carrier has been accredited by the State of Hawaii as a “trusted testing and travel partner,” making it the first airline in Asia to be cited.

“PAL passengers who secure, prior to departure, negative RT-PCR (reverse transcription-polymerase chain reaction) test results from a PAL testing partner accredited as a Safe Travel laboratory shall no longer be required to undergo the mandatory 10-day quarantine upon arrival in Hawaii,” the company said in a statement on Monday.

The new rule will apply starting on the July 30 flight. PAL flies nonstop from Manila to Honolulu every Friday.

“We are delighted to announce that we are expanding our Safe Travels pre-travel testing program to include travelers from the Philippines… and we appreciate our partners who are helping families reconnect,” Hawaii Governor David Ige said last week.

Passengers can avail of RT-PCR tests with Detoxicare Diagnostics Molecular Laboratory in the cities of Manila, Pasay, and Mandaluyong. They can also get tested at Safeguard DNA Diagnostic, Inc. in Mandaluyong City, Cardinal Santos Medical Center in San Juan City, Bacolod Queen of Mercy Hospital in Bacolod City, and St. Elizabeth Hospital, Inc. in General Santos City.

PAL is required to report to Hawaiian authorities the COVID-19 status of each arriving passenger. Travelers must register at the PAL online health declaration form as early as five days before their flights.

“If a passenger presents test results from a medical provider that is not a Safe Travel accredited lab, the mandatory 10-day quarantine shall be imposed upon arrival in Hawaii,” the company said.

PAL Holdings, Inc., the listed operator of PAL, expects positive monthly operating cash flows this year after its net loss after tax widened to P73.08 billion in 2020 from P9.70 billion previously due to the impact of the pandemic on its operations.

PAL Holdings’ net loss attributable to equity holders of the parent company reached P71.91 billion in 2020 from P10.31 billion in 2019, the company reported last month. — Jenina P. Ibañez

Resident Evil Village and first-person video game immersion: Why hands create intense connection

HTTPS://WWW.RESIDENTEVIL.COM/VILLAGE/US/

THE VIDEO games Resident Evil Biohazard and Resident Evil Village are the most recent releases in Capcom’s long-running survival-horror series. Both games feature first-person gameplay and center on the protagonist Ethan Winters, who is almost wholly anonymous: his face is hidden in advertisements and in the game. All we know of Ethan is a back-lit silhouette and set of hands, which is what players project onto as they play.

Some players have suggested that their experience of the damage to Ethan’s hands stays with them after playing, motivating commentaries on sites like Gamerant. On other game commentary sites like Kotaku and IGN, writers have joked that someone at Capcom has a hatred of hands.

On the pop-culture site The Mary Sue, the site’s fandom editor discusses how Ethan’s hand damage has a significant role in how his character develops.

My research examines how game design engages players through emotional identification and physical participation.

In Biohazard and Village, players experience embodiment through Ethan’s hands, and in that experience, are encouraged to feel his trauma. The games’ use of the first-person perspective builds the cultural and psychological projection, and helps players feel like they are part of the experience.

Ethan’s hands experience numerous traumas in the two games, paired with sound and voice acting that expresses pain and suffering. His hands are cut, stabbed, bitten, slashed, and removed brutally, and both games keep the hands visible throughout gameplay. In raising his hand to check his health monitor in Biohazard, or in his interaction with doors, ladders, and gates in Village, players are constantly aware of the damage.

In Biohazard, Ethan’s left hand is violently removed with a chainsaw and inexplicably reattached with staples and medication; in Village, Ethan’s right hand is removed — after he has pulled hooks through his hands and had fingers bitten off. He must pick up his hand, which appears in the inventory as “severed hand.” He heals by pouring medication over his hands, removing the damage and inexplicably reattaching severed limbs.

Why do these games make us so aware of Ethan’s poor, damaged hands?

Theories of game bodies and avatars often focus on the psychology of projection and identity. Professor of film and media studies Bob Rehak describes embodiment: “Players experience games through the exclusive intermediary of another — the avatar — the ‘eyes,’ ‘ears,’ and ‘body’ of which are components of a complex technological and psychological apparatus.”

That avatar body is how we understand the game — how we play. Film theorist Torben Grodal discusses immersion as part of our emotional response.

He writes that “a player of a video game is personally responsible for the outcome.” A player’s assessment of her potential determines how she experiences the monster: with fear, if the monster presents a challenge, with despair “if he feels that he has no coping potentials” or with “triumphant aggression” if she feels “amply equipped for the challenge.” Empowerment shapes our emotional experience.

As film and video game theorist Timothy Crick notes, the player’s projection is a means to “produce high levels of dramatic tension and engagement.” However, games can shape that projection and feedback through our primary visual of the avatar’s body: the hands.

Our engagement with our world is often mediated by our hands, so when a game wants to highlight violence or trauma, it may start with the hands. Identifying hands as an extension of ourselves has some cultural and psychological grounding.

In English, the expression to know something “like the back of your hand” is to know something intimately.

The psychology of human association with our hands has been the focus of studies of the “rubber hand illusion,” which involves putting a rubber hand in one’s shirt sleeve and showing the fake hand receiving touch stimuli as the actual hand receives the same form of contact. Research shows this isn’t simply a mind game, as they have also observed a physical response. In just a few minutes, the brain signaling shifts to send weaker electrical signals to the real hand.

Sound reinforces the visuals as Ethan’s physical suffering is audible and visceral. As Elaine Scarry discusses in The Body in Pain, pain is beyond explanation and language.

Ms. Scarry notes that while we can see and sympathize with pain, drawing on our own experience, we cannot understand someone else’s pain. “Whatever pain achieved, it achieves in part through its unsharability, and it ensures this unsharability through its resistance to language.”

Ethan’s expressions are more utterance than speech: groaning while climbing a ladder with a partial hand, sounds of exertion while navigating obstacles, and yells of pain and fear. The game keeps us aware of how overwhelming Ethan’s pain is through these expressions.

Ethan’s hands are also central to the story. Capcom released playable teasers of the game a couple weeks before the release of Village and, in both, Ethan’s hands are intact: no bandages, no missing fingers. The trailers promoting the game also show intact hands; to see the damage is to see a glimpse of his trauma.

How we experience games is a focus of game design and digital storytelling. We are invited to feel discomfort with Ethan as he fights his way through the game locations around the Romanian village. While we can’t feel Ethan’s pain, game designers encourage us to feel discomfort.

 

Christina Fawcett is an Instructor at the Department of English, University of Winnipeg.

Rockwell Workspaces launches 1 Proscenium

THE 1 Proscenium tower is located within Rockwell Center, Makati City.

ROCKWELL WORKSPACES recently launched its newest office tower in Makati City.

Located within the Proscenium at Rockwell Center, 1 Proscenium is a 21-floor building with a typical layout of 640 square meters (sq.m.) of flexible office spaces.

The green building has a LEED (Leadership in Energy and Environmental Design) certification, and uses energy efficient LED lights and low-consumption water fixtures.

It also has 100% back-up power, provides exclusive access via an RFID card system, 24-hour CCTV monitoring, and security and property management teams on standby 24/7.

“The 1 Proscenium is expected to command rental rates at par with the CBDs, as seen in other developments by Rockwell Workspaces. In particular, 8 Rockwell capital values have appreciated by 90% from its original purchase price. This makes 1 Proscenium an ideal real estate investment both to diversify one’s portfolio,” the company said in a statement.

Office spaces in 1 Proscenium are also available to companies for lease.