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November 5th, 2018, 20:27 Posted By: wraggster
In news that sounds like it came right out of 2007, RuneScape 2 - aka Old School RuneScape - is popular once more. Jagex has announced that over one million new users have installed the game following its full release on iOS last week.
That added one million from October 30 onward is in addition to the existing one million+ users who installed the game on Android for its Members' Beta program. The combined groups lead to Old School RuneScape seeing a new record for daily active users since the game launched on PC in February of 2013.
Old School RuneScape is a slightly updated version of RuneScape as it was in August of 2007, and was created for players who preferred the look and feel of the game before developer Jagex overhauled it entirely into its current incarnation, RuneScape 3.
"After five years of successive growth since its PC launch in 2013, the arrival of Old School RuneScape on mobile is a hugely important milestone for Jagex in taking the RuneScape franchise multiformat," said Jagex CEO Phil Mansell. "Making our living games available to more players on more devices was a priority for us as we set out the third age of Jagex as, over the years, our players have grown up and some, who were PC players, now have alternative format preferences that fit their changed lifestyles."
https://www.gamesindustry.biz/articl...llion-installs
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November 5th, 2018, 20:29 Posted By: wraggster
Blizzard Entertainment is bringing Diablo to iOS and Android, and in doing so has incurred the wrath of a small, incredibly vocal part of the game's fanbase.
Diablo Immortal, which is co-developed with NetEase, was announced at Blizzcon this weekend, marking the classic series' debut on mobile. Blizzard described the new game as an MMO, and an experience designed to be "living, breathing, and constantly evolving."
New storylines, character classes, loot and challenges will be added to the game on a regular basis, making Diablo Immortal a game that could be played for years to come.
"With their incredible passion for Diablo and proven mobile expertise, the development team has spawned an ultra-responsive and breathtakingly beautiful mobile game, and we can't wait for players to get their hands on it," said Blizzard president J. Allen Brack in a statement.
A Diablo game for mobile makes a lot of sense from a business perspective, and having such an accessible entry point for the series would seem to be a good thing for the community, too. However, Diablo Immortal has actually proved controversial, stirring a part of that community into action.
A petition calling for the project to be cancelled was drawn up soon after the game was announced, and it has since collected almost 30,000 signatures.
https://www.gamesindustry.biz/articl...unity-backlash
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November 5th, 2018, 20:37 Posted By: wraggster
Zynga will continue to delve into licensed IP for its casual mobile games in the coming year, and is focusing on two hefty names to do it: Harry Potter, and Game of Thrones.
According to Zynga's latest financial report, the company will invested in licensed games for both franchises for release in 2019.
The first, a Harry Potter match-3 title, will be licensed through Warner Bros. Interactive Entertainment. The second, a Game of Thrones social casino slots game, goes through HBO. An additional Game of Thrones title is also in the works.
https://www.gamesindustry.biz/articl...thrones-titles
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November 5th, 2018, 20:57 Posted By: wraggster
Dragalia Lost, the first original mobile IP from Nintendo, has set a record for the publisher for highest consumer spend per download.
Since launching in five countries on September 26 Dragalia Lost has grossed $28 million, according to market intelligence firm Sensor Tower.
Looking at just the US and Japan, Nintendo's two largest markets, the average consumer spend since launch was $18 per install.
Consumer spending per download in Japan was four times that of Nintendo's most successful mobile game, Fire Emblem: Heroes, at an average of $25. In the US, this figure is $8.50.
https://www.gamesindustry.biz/articl...derable-margin
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November 6th, 2018, 18:46 Posted By: wraggster
The new iPad Pro was shown off on stage, with vice president of hardware engineering John Ternus making comparisons to modern consoles for the tablet device.
"To put it another way," Ternus said while the slide on the screen behind him changed to show a picture of Microsoft's white Xbox One S, "the iPad Pro delivers Xbox One S-class graphics performance in a product that's 94% smaller." Amid the applause, he adds "And there's no AC cord required."
When Microsoft's gaming chief Phil Spencer was pinged on Twitter about the comment, he was definitely encouraging of a future where mobile devices can play with consoles.
It's interesting to note that Apple didn't shy away from the comparison at all, similar to Huawei directly comparing their phone to Nintendo Switch. While tablets are still not ideal for gaming the same way consoles are, if only for heat reasons, Microsoft does seem keen on handling the control aspect of it.
https://www.gameinformer.com/2018/10...-as-xbox-one-s
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November 12th, 2018, 20:38 Posted By: wraggster
Blizzard messed up its introduction of Diablo Immortal. Wow, there's a smoking hot take for you. The Blizzcon keynote that managed to provoke a massive fan backlash and knocked millions off Activision Blizzard's stock market valuation was ill-judged. Hold the presses!
But the crucial twist buried in there is that Blizzard's error was not, as its fans might claim, in its actual product strategy. Nor was it even in its choice of venue, as some commentators have suggested. Rather, I'd argue that Diablo Immortal is absolutely the right product, being announced in absolutely the right venue. The errors were merely down to stage management and presentation.
Rather than looking at the stage management that Blizzard got wrong, then, I'd like to think for a moment about what Blizzard got right. For around a decade, we've had a peculiar situation where mobile games have existed as a world parallel to, but separate from, PC and console gaming. As mobile games' commercial importance has grown - eventually rising to the point where by most measures the mobile sector is a bigger market than PC and console combined - the majority of companies have recognized that they desperately need to be present and relevant in this market.
https://www.gamesindustry.biz/articl...mobile-reality
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November 14th, 2018, 21:14 Posted By: wraggster
After two years of praise and popularity on PC and consoles, Stardew Valley dug into mobile last month with an iOS launch, and it appears to have been a reasonably successful one for the premium farming sim.
Sensor Tower reports that Stardew Valley has grossed over $1 million on iOS since its launch on the platform three weeks ago today. It's worth noting that the game is a premium game costing $7.99 and does not have any microtransactions.
Around 41% of those who purchased the game on mobile were based in the US. Japanese users made up 12%.
In addition, nearly one-fourth of the game's players on iOS were playing on iPad rather than iPhone.
https://www.gamesindustry.biz/articl...n-in-ios-debut
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November 15th, 2018, 18:25 Posted By: wraggster
Blizzard is working on mobile titles for all of its IPs, according to executive producer Allen Adham.
Speaking at a press conference during BlizzCon (via Reddit), Adham confirmed Diablo Immortal wasn't the only mobile product in the pipeline.
"In terms of Blizzard's approach to mobile gaming, many of us over the last few years have shifted from playing primarily desktop to playing many hours on mobile, and we have many of our best developers now working on new mobile titles across all of our IPs," he said.
"Some of them are with external partners, like Diablo Immortal; many of them are being developed internally only, and we'll have information to share on those in the future.
"I will say also that we have more new products in development today at Blizzard than we've ever had in our history and our future is very bright."
Activision Blizzard share price has been on the decline since the launch of Call of Duty: Black Ops IIII which fell short of its predecessors sales by $50 million; the botched announcement of Diablo Immortal sent share prices tumbling even further.
https://www.gamesindustry.biz/articl...or-all-its-ips
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November 26th, 2018, 17:15 Posted By: wraggster
Today, Epic Games has announced its next phase of Fortnite competitive play: the Winter Royale Online Tournament, where $1,000,000 will be up for grabs to players. Winter Royale Qualifiers will open to players starting on November 24. For more details on Winter Royale, including information on major updates coming to the in-game tournament system and other plans for the future of competitive events.
Click to expand...
Check out Epic’s full blog post.
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November 27th, 2018, 16:08 Posted By: wraggster
Google has removed a total of 13 supposed racing games from the Google Play store following the discovery that all of them installed malware onto devices that downloaded them.
Malware and security researcher Lukas Stefanko tweeted about the problem last week, showing that the 13 apps were all from the same developer going by Luiz O. Pinto. In total, the games had over 560,000 installs before being removed, and two made it onto Google Play's trending apps list.
The games reportedly would launch after installation and then appear to crash. What was actually occurring was that the app was downloading a different program when launched, which would then install malware on the user's device and delete the app icon on the phone's home screen.
TechCrunch has since confirmed with Google that the games have been removed for violating the store's policies.
https://www.gamesindustry.biz/articl...alling-malware
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November 28th, 2018, 16:12 Posted By: wraggster
The worldwide phenomenon that is Fortnite continues to grow, with the number of registered users now at over 200 million.
The figure was first reported by Bloomberg, and confirmed by Epic to GamesIndustry.biz. It was first included in marketing material for the game's launch in Korea, which features video promotions with Hollywood star Chris Pratt.
In addition to being just short of the Brazilian population, the 200 million milestone also shows 60% growth since Epic last declared its user numbers in June -- then reported at 125 million.
https://www.gamesindustry.biz/articl...gistered-users
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