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August 26th, 2019, 23:08 Posted By: wraggster
"Not a week goes by without us thinking, 'Imagine if we hadn't launched with loot boxes the way we did.'"
It's hard not to join Dennis Brännvall, design director for Star Wars Battlefront II, in his speculation. During our interview at Gamescom, he suggests that both the reviews and the consumers for the 2017 shooter would have focused on the content of the game "rather than the system that connected it."
"We would have been a different place, that's for sure, because we truly believe the game is a worthy sequel to Battlefront 1 and lives up to the legacy of the Battlefront franchise," he tells GamesIndustry.biz.
Sadly, that's not how things panned out. Complaints about the loot boxes that threatened to unbalance the multiplayer beta escalated to the point where EA pulled them from the game just 24 hours before launch, and then later removed the premium versions completely."Not a week goes by without us thinking, 'Imagine if we hadn't launched with loot boxes the way we did'"
Moreover, the outcry was heard not just across the games industry, but by politicians and government officials, the consequences of which the industry is still dealing with today.
Star Wars Battlefront II struggled to live up to EA's sales expectations as a result, yet the team at DICE has still be updating the game for two years, with no sign of moving on to another project any time soon. Of course, first Brännvall and his colleagues had to win back the community.
"We really needed to take a step back and do some house cleaning -- not completely dissimilar to Rainbow Six Siege," he says. "They didn't launch the way they wanted, but now it's doing well and I think we're on a similar trajectory.
"We hit rock bottom in terms of player sentiment but now it's climbing every month. We're delivering more content this year than we did in the first year, which is also a sign of a healthy game. The community's happier than it's ever been, especially with the big announcement yesterday. I think we had to take a step back, the team had to look at itself in the mirror a little bit, pick ourselves up from a really rough Christmas for everyone and then just get back to work.
<figure class="small">Dennis Brännvall, EA DICE
</figure>"Now it's a lot of fun. It wasn't that much fun in the spring of 2018. That wasn't the best time at DICE, that's for sure."
Brännvall refers to the Gamescom announcement of all the new content coming to Battlefront II before the end of the year. The roadmap features everything from new maps, modes and characters, to a PvE co-op mode, the return of the large-scale Instant Action single-player battles, and (naturally) content to tie in with the upcoming film, The Rise of Skywalker.
It's a different strategy compared with 2015's Battlefront, which was expanded with quarterly DLC packs that segregated its multiplayer community. The new cadence of regular, free additions reflects both a renewed focus on the whole community and a change in DICE's approach to development.
"Battlefront 1 felt like we were in the sequelised transition phase, in that we knew the end date of Battlefront content before we launched it," Brännvall explains. "We knew it was going to be one year of DLC in a season pass, and then on to Battlefront II. And we treated it that way, like there was a bookend to the experience. So if there were systems in the first game that might not be working, we could prioritise fixing it for the sequel. "It wasn't that much fun in the spring of 2018. That wasn't the best time at DICE, that's for sure"
"With this one, we challenge ourselves to undertake big overhauls of systems that aren't doing as well as we hoped because this is it, this is the game we're going to be working on. That's when it feels like more incremental -- there's client patches every month, new features added, whereas in Battlefront 1 we were patching it every quarter with a big DLC and it was mostly for paid users anyway. Yes, there were some bug fixes, but it was mostly for paid users. Now it's always for everyone.
https://www.gamesindustry.biz/articl...battlefront-ii
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August 20th, 2019, 20:51 Posted By: wraggster
This year's Christmas release slate is an unusually quiet one.
Some of the blockbusters that have historically dominated the Q4 sales window are absent. EA has no blockbuster multiplayer shooter this year, and instead has a single-player Star Wars adventure to plug the gap. Ubisoft has just the solitary AAA release this quarter, and it's not Assassin's Creed or Watch Dogs. And although they're not always a Christmas fixture, there is no Fallout or Elder Scrolls or GTA, either.
Yet what may look like a weakness to games retailers is an opportunity for everyone else. Christmas 2020 will likely be dominated by another new console showdown, with major first and third-party games trying to achieve decent market share on consoles with a smaller install base.
This Christmas there will be well over 150 million console owners in the market, and with some of the big players absent, it's a real chance for everyone else to capitalise.
https://www.gamesindustry.biz/articl...christmas-2019
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August 19th, 2019, 22:21 Posted By: wraggster
As its hardware continues to dominate the competition in a year of waning console cycles, Nintendo also scored a victory in July with six platform-exclusive titles in the top-ten best-selling games for the US.
The NPD Group reports that overall games spending in July reached $762 million, only a bit higher than July of last year thanks to top-selling Madden NFL's movement into July offsetting declines in all other segments.
Hardware's decline was 22% year-over-year to $169 million, with only the Nintendo Switch seeing gains -- a trend that's been going on for months now that seems likely to continue through the end of the year as the PS4 and Xbox One wind down their release cycles. The Switch remains the best-selling hardware platform both for the month and year-to-date.
Accessory and game card spending was also down, dropping 12% year-over-year to $254 million. The Nintendo Switch Pro Controller was the best-selling accessory of the month.
Finally, software gains brought sales to $340 million in July, up 34% year-over-year thanks to Madden's movement. In second place was Fire Emblem: Three Houses, seeing the best-selling US release of a Fire Emblem game of all time, overtaking Fire Emblem Echoes: Shadows of Valentia on the 3DS.
Alongside Fire Emblem, five other Nintendo Switch exclusives took the top ten with Super Mario Maker 2, Marvel Ultimate Alliance 3, Super Smash Bros. Ultimate, Mario Kart 8, and The Legend of Zelda: Breath of the Wild. Those numbers do not include digital sales.
https://www.gamesindustry.biz/articl...akes-the-crown
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August 19th, 2019, 22:20 Posted By: wraggster
Life is like a hurricane in the EMEAA charts as one title pogo jumped up the combined physical and digital rankings by more than 1,000 places.
That title is DuckTales: Remastered, Capcom's 2013 remake of the classic 8-bit Disney platformer. With the license set to expire, the publisher knocked 75% off the price before the game was delisted -- and fans have flocked to it.
DuckTales was the third biggest selling game of the week in the combined charts -- last week, it was No.1,191 -- and No.2 in the digital rankings, up from No.709. Being a download-only game, it naturally doesn't feature in the retail charts.
Sadly, Scrooge McDuck's last hurrah wasn't enough to unseat Grand Theft Auto V. Rockstar's evergreen seller is yet again No.1 in both the combined and digital charts, and third in the retail rankings.
Nintendo holds on to the top spot in physical sales. While Fire Emblem: Three Houses drops to No.5, Super Mario Maker 2 is up one place to No.1.
Elsewhere in the combined charts, there's a new entry in the Top 10 as Paradox's Age of Wonders: Planetfall debuts at No.7. This has been driven entirely by digital sales as, despite having a boxed released, the game does not appear in the Top 50 physical charts. It's No.3 in digital.
https://www.gamesindustry.biz/articl...n-emeaa-charts
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August 19th, 2019, 22:19 Posted By: wraggster
An oddity of the charts system means Crash Team Racing appears to have robbed Minecraft of its place as UK No.1.
Since Minecraft's various editions have different publishers, they are ranked separately in the overall charts. But if you combine the sales for the Nintendo Switch version (listed as No.7) with the PlayStation edition (No.10), the hugely popular creation game outsold Activision's remastered racer -- albeit by just a handful of copies.
The Switch edition saw its sales remain relatively flat, with a 1% increase week-on-week, while the PlayStation version shifted 17% more copies than last week.
However, under the official GfK Chart-Track listings, Crash Team Racing Nitro-Fueled scored a second consecutive No.1, marking its fourth week at the top of the charts since it launched earlier this summer.
The game enjoyed a comfortable lead on the next best-selling game -- Super Mario Maker 2, another non-mover -- shifting 21% more copies than the platformer. Nintendo also holds onto No.3 with Mario Kart 8 Deluxe -- again, for the second week running.
Crash Bandicoot actually makes a second appearance in the Top 10, with a 27% week-on-week sales boost lifting the N Sane Trilogy from No.13 to No.8.
In terms of unit sales, Crash Team Racing was the best-seller, but thanks to their higher price points, both Super Mario Maker 2 and Mario Kart 8 Deluxe generated more cash.
https://www.gamesindustry.biz/articl...d-be-minecraft
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August 14th, 2019, 18:37 Posted By: wraggster
The United States is pushing back plans to impose additional tariffs on video game consoles coming from China. The Office of the US Trade Representative today announced that certain types of electronics and toys would not see a 10% tariff imposed on them until December 15.
Previously, that tariff would have gone into effect September 1. A wide array of products coming from China (everything from cameras and clothes to food and construction materials) are still scheduled to see a 10% tariff imposed on that date. Arcade games and their replacement parts are among the items still on that list.
In remarks to the press today, President Donald Trump explained the delay was taken to minimize impact on the holiday shopping season.
"We're doing this for Christmas season, just in case some of the tariffs would have an impact on U.S. customers, which, so far, they've had virtually none," Trump said. "The only impact has been that we've collected almost $60 billion from China - compliments of China. But just in case they might have an impact on people, what we've done is we've delayed it so that they won't be relevant for the Christmas shopping season."
https://www.gamesindustry.biz/articl...-game-consoles
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August 12th, 2019, 21:32 Posted By: wraggster
Over half of Chinese consumers prefer free-to-play or ad-funded games over premium titles.
That's according to research commissioned by Mintegral, an AI-driven, programmatic ad platform, which surveyed 1,007 people and found that 61% prefer non-premium titles.
Additionally, 85% reported that they spend on mobile games, with 3% spending more than $50 (¥330) a month.
The average spending was much lower, however, at $5.80 (¥40) per month. Players aged between 26 and 30 had the highest average spending, at $10 (¥70).
Conducted in partnership with market intelligence firm Newzoo, the research also reveals a high level of brand loyalty among the demographic; 92% of respondents stick with a game for more than a week, with 87% playing fewer than five different games in the previous month.
One of the many challenges facing western developers entering the Chinese market the fragmented storefronts. The research found the App Store is the single most-popular storefront with 30% of the market, followed closely by Tencent's MyApp with 29%, and the Huawei app store, with 26%.
Membership and subscriptions are also popular in China as a means of addressing strict in-app purchase regulations, with 72% of respondents opting-in to such services.
https://www.gamesindustry.biz/articl...s-over-premium
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August 12th, 2019, 21:20 Posted By: wraggster
HM Revenue & Customs have released new statistics that show the impact of Video Games Tax Relief since they were first introduced half a decade again.
A total of £234 million been paid out to 1,110 claims across 1,075 since 2014. According to HMRC's report, this accounts for £2.6 billion of UK expenditure, and £3.7 billion expenditure in total.
The number of claims has been increasing as the years have passed. 345 of the total claims were made in 2018-19, representing 535 games (claims can be made to cover several games).
The past year's claims have paid out £103 million to 170 UK games firms, since multiple claims can also be made for the same game project.
The 2018-19 represent £492 million in UK expenditure, and the HMRC expects this to increase. It notes the large increase this year is "due to a small number of very high budget games."
https://www.gamesindustry.biz/articl...-in-five-years
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August 12th, 2019, 21:16 Posted By: wraggster
New figures show that UK consumers spent almost £1.6 billion on video games in the first six months of the year.
The Entertainment Retail Association has released its market report for H1 2019, which shows games remains the highest-grossing sector of the entertainment market.
In total, UK consumers spent £3.3 billion on games, music and video from January to June -- meaning the £1.56 billion taken by games accounts for 47% of all money spent.
Games showed the least growth, with spend only rising by 1%, but remains the entertainment powerhouse.
Digital sales were the biggest driver, with revenues up 2.4% year-on-year to £1.38 billion. That's more than the £1.07 billion spent on both physical and digital video combined.
Physical games revenue, however, slipped by 8.5%, down to £184.9 million. However, this was the least dramatic decline across all entertainment sectors, with music downloads dropping the most, down 26.1%.
Boxed games sales are also still above music's £138.8 million (down 13.8% year-on-year), but fell behind video's £215.8 million (down 23.3%).
Looking again at the overall entertainment market, digital has well and truly over, accounting for £2.76 billion spent (up 9.8%). This includes the £485.9 million from music streaming services. Physical retail, meanwhile, is down 16.3% to £539.5 million.
While games leads the way in revenue, it still falls a little behind in unit sales. Even the top-selling game of H1 2019 -- unsurprisingly, Grand Theft Auto with 361,312 units sold -- doesn't match the best-selling album.
The Greatest Showman soundtrack sold 380,929 units in the same period, although the next biggest seller -- Lewis Capaldi's Divinely Uninspired To A Hellish Extent -- only sold 229,340 units, which is less than the top five best-selling games.
https://www.gamesindustry.biz/articl...t-half-of-2019
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August 12th, 2019, 21:15 Posted By: wraggster
New Super Mario Bro. U Deluxe and FIFA 19 are the best-selling physical games in Europe so far this year, according to GfK Entertainment.
That's based on a new cross-platform report from the official charts and market research data supplier.
FIFA 19 performed better in the Benelux countries of Denmark, Italy, Poland, Portugal, Russia, Spain, Sweden and the UK, while Mario proved more popular in Austria, France, Germany, and Switzerland.
Grand Theft Auto V continues to be a dominant force in the market six years after release, ranking in the top three in five countries.
https://www.gamesindustry.biz/articl...rope-this-year
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August 12th, 2019, 21:14 Posted By: wraggster
Walmart employees are reportedly being instructed to remove signage, demos, and displays for entertainment products (including video games) that include violence or aggressive imagery in the wake of a shooting this weekend that occurred at a Walmart in El Paso, Texas.
Waypoint Vice reports that a number of employees have taken to social media to share a notice given to them this week instructing them to remove "any signing or displays that contain violent images or aggressive behavior."
One example shared on Twitter specifically mentions "video game display consoles that show a demo of violent games, specifically PlayStation and Xbox units." They are also told to cancel events promoting combat or third-person shooter games, avoid showing violent movies or hunting season videos, and remove any product referencing combat or third-person shooters.
https://www.gamesindustry.biz/articl...demos-displays
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August 12th, 2019, 21:13 Posted By: wraggster
The developers behind this year's Call of Duty: Modern Warfare have denied the shooter is political in any way.
In an interview with , two directors from the studio artfully dodged the question by turning it into a debate as to what it would take for a game to qualify as political.
"The question 'Is this a political game?' doesn't actually mean anything," said campaign gameplay director Jacob Minkoff. "Because what does the word 'political' mean to you?
"Do we touch topics that bear a resemblance to the geopolitics of the world we live in today? Hell yeah, because that is the subject matter of Modern Warfare. Are we telling a story that has anything to do with the specific governments of any countries that we're portraying? No. So if you're asking is Trump in the video game? No, he isn't."
Studio narrative director Taylor Kurosaki added: "These are the type of questions that have been asked for the last 50 years. We do talk about concepts like colonialism, occupation, independence and freedom. We don't maybe say those words specifically, but that's the realm we're in. You could have a game set in revolutionary America talk about those exact same things."
Minkoff added you could set this year's Modern Warfare in 1980s Afghanistan and still have the same story. He argued that, for a game to be political, it would need to talk about "the exact administrations and governments and events in our world today", whereas Modern Warfare is talking about "thematic things."
He also added that such a title would be told from a specific point of view.
Historically, Call Duty's stories have been told from the same point of view, primarily putting players in the role of US and British forces. Activision has yet to announce campaign details for Modern Warfare -- although Kurosaki recently tweeted that this is "coming soon" -- but has detailed US and British characters that are likely playable and/or allies.
There is also a section in which players take on the role of a child soldier in a war-torn country, already likened to Modern Warfare 2's controversial No Russian level. Comments from the two directors hint that there will be more playable perspectives throughout the campaign.
"In a world where no one is purely good and no one is purely evil, in that big meaty grey area in between, the conflicts that arise out of people wanting to get their way and achieve what they consider victory, the conflicts that result from that -- that's the meat of the conflicts we want to examine," said Kurosaki.
Minkoff added: "We want to present the different perspectives. We don't want to say that one of them is correct.... What we want you to come away with at the end is an understanding of why all these different groups fight, or groups like them, and to have empathy for all of them and what puts them in this situation."
AAA publishers have been actively distancing themselves from any political stance for well over a year now. Ubisoft in particular has been frequently questioned following Far Cry 5's setting of a radicalised US state -- complete with a subtle reference to President Trump -- while its Tom Clancy titles have also come under scrutiny.
The debate has flared up around The Division 2, released earlier this year, although developer Massive's COO Alf Condelius stressed that "we cannot be openly political in our games" back in October.
https://www.gamesindustry.biz/articl...-ever-could-be
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August 12th, 2019, 21:11 Posted By: wraggster
The latest EMEAA Charts are in, and there's little change among the ten best-selling games.
The only new entry this week is EA's Madden 20, which has to settle for No.10 as various evergreen sellers dominate the combined physical and digital charts.
As an indication of how much downloads now drive AAA games, the annual sports outing debuted at No.5 in the digital rankings but as low as No.26 at retail.
It will come as absolutely no surprise that Grand Theft Auto is No.1 in both the combined and digital charts, and No.4 in the physical charts.
PlayStation exclusive Marvel's Spider-Man is No.2 in both combined and digital, although as low as No.29 in the retail rankings -- again, indicating the downloads were the biggest driver for this title.
Last week's big new release Fire Emblem: Three Houses continues to hold its own at No.3 in the combined physical and digital charts -- although this is purely based on retail sales, since Nintendo's digital data is unavailable.
The game was top of the physical charts, and actually top of the combined rankings in terms of value rather than units sold.
https://www.gamesindustry.biz/articl...-charts-top-10
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August 12th, 2019, 21:10 Posted By: wraggster
Crash Team Racing Nitro-Fueled sputtered into the top spot in the UK retail chart, despite its sales actually falling 14% over last week.
The general stagnation of the AAA summer release slump was clearly displayed by Crash Team Racing, which managed to climb from third to first despite declining overall.
There were no new entries in the top ten -- indeed, there were no new entries in the entire top 40 -- and only two of the games were outside of the top ten last week: F1 2019 climbed from 11th to sixth, and Red Dead Redemption 2 ascended from 15th to eighth.
https://www.gamesindustry.biz/articl...f-the-uk-chart
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August 12th, 2019, 21:07 Posted By: wraggster
Everything old is new again, at least for a while. Right-wing politicians are blaming games for real-life violence, the industry and its fans are rallying to defend the medium, and I had to check the mirror to see if the white hairs are all still there before I could be certain we hadn't all been time-skipped back to the early 2000s. Games are being scapegoated for awful, senseless and tragic acts of violence, and hey look, we're getting the band back together.
It's an uncharitable thought -- albeit far from the least charitable thought I've had about the ESA in recent years -- but Donald Trump's half-cocked attempt to shovel responsibility for the recent mass shootings in El Paso and Dayton onto video game violence couldn't have come at a better time for the embattled organization if they'd slipped round the back of the West Wing to personally slip him a cheeky $50. The ESA had a dramatically awful week, having managed to leak the personal details of thousands of games media people in an act of blinding and potentially immensely damaging incompetence -- which feels for all the world like a punctuation mark at the end of a pretty awful decade or so, really.
Then lo and behold, Donald Trump is at the podium and all of a sudden the ESA gets a chance to wheel out its Greatest Hits, Volume 1, 2 and 3. The battle against censorship and scapegoating, really the only thing it has ever actually been good at, roared back to life for a comeback tour."Trump's attempted scapegoating harks back to a time when the industry may have felt embattled, but at least it felt somewhat united"
It's not just the ESA, either. It feels like every time a political leader trying to deflect responsibility or a newspaper desperate for a silly-season headline drags out the old Violent Video Games trope, the whole industry almost heaves a collective sigh of relief. Solid ground, at last! Here's an opponent we can all rally against, an external foe launching an ill-informed and ill-advised broadside against the medium we all love. Here's an argument that lets us roll out talking points that unite the industry, the media and game fans themselves behind one banner.
It's just like the mistily-recalled Good Old Days when it was game creators and gamers against a rogue's gallery of fuddy-duddy, pearl-clutching old politicians, fame-hungry lawyers of immensely dubious character, and sniffy newspaper editorials that often couldn't even get the names of the games they were criticising right.
It is understandable why that's appealing. Leaving aside the tragic and sickening nature of the events that set this whole affair in motion, Trump's attempted drive-by scapegoating -- and eager adoption of his talking points by the shameless chorus line of American right-wing media, who must have left their full-throated defences of free speech and expression in the pocket of their other trousers this week -- really does hark back to a time when the industry may have felt embattled, but at least it felt somewhat united.
https://www.gamesindustry.biz/articl...talgic-opinion
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July 31st, 2019, 21:02 Posted By: wraggster
Electronic Arts has posted its financial results for Q1 of 2020, and while its results and investor call touched on a number of aspects of EA's business, one major element only got the barest of nods: cloud gaming.
While EA's been pushing subscription services for some time now (and EA Access just came to PlayStation 4 this month), the company has been generally quiet on streaming since October of last year when it first revealed its own cloud endeavor, Project Atlas. It is purportedly planning to bring something to Google Stadia, but details of that have yet to be announced.
Though there were no in-depth discussion during the call as to what EA might be planning, CEO Andrew Wilson did touch on cloud streaming in conjunction with subscription services during his prepared remarks, saying the following:
https://www.gamesindustry.biz/articl...iers-to-gaming
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July 30th, 2019, 21:15 Posted By: wraggster
Rockstar North has pad no corproation tax over the past ten years, according to a report from investigative think tank, TaxWatch UK.
While the company has paid tax in some years, overall it has received more money back than it is paid out. According to Rockstar North's account filings on Companies House, in 2018 it recieved over £26.9 million in tax credit, up from £13.1 million the year prior.
Released over the weekend, the TaxWatch report also states the game giant has issued claims for £42 million in Video Game Tax Relief between 2015 and 2017; the figure accounts for 19% of all tax credits granted to the British games industry since the relief was introduced in 2014.
Video Game Tax Relief is available for games that pass a British "cultural test" which considers content, cultural contribution, development hubs, and personnel.
While published by US-based Rockstar Games, Grand Theft Auto V was developed by Rockstar North in Edinburgh, Scotland.
Since launching in 2013, Grand Theft Auto V has become the most profitable entertainment product of all time.
Between 2013 and 2018, TaxWatch estimates total sales of the game at $6 billion, with the developer's estimated operating profit reaching $5 billion, and total bonus pool of $3.4 billion available for top managers for the period.
The also report found that the seven UK-based Take-Two and Rockstar companies declared a total pre-tax profit of just £47.3 million between 2013 and 2018.
https://www.gamesindustry.biz/articl...ive-think-tank
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July 29th, 2019, 21:22 Posted By: wraggster
Kyle Giersdorf won the solo tournament at the Fortnite World Cup, taking home the $3 million prize.
The duos tournament was won by Emil "Nyhrox" Bergquist Pedersen and David "aqua" Wang, who won $1.5 million each. Kyle "Bugha" Giersdorf, who is 16 years-old, was the single biggest winner at the Fortnite World Cup.
The Fortnite World Cup's $3 million solo prize is just above the amount awarded to the winner of the men's competition at Wimbledon.
https://www.gamesindustry.biz/articl...ook-home-USD3m
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July 26th, 2019, 16:15 Posted By: wraggster
Grand Theft Auto V remained the best-selling game across Europe, Middle East, Africa and Australia last week, in terms of combined physical and digital sales.
Nintendo's Super Mario Maker 2 was the biggest game at retail, but the strength of Rockstar's evergreen blockbuster in the digital chart was enough to ensure that it stayed at the top overall.
As the drought on major releases continued, the summit of the combined GSD EMEAA chart remained relatively static -- the top three games all stayed in the same position as the previous week.
The only new entry was Marvel Ultimate Alliance 3: The Black Order, a Switch exclusive developed by Team Ninja, which entered the combined chart in fourth place, and the digital chart in third.
Assassin's Creed Odyssey, Call of Duty: Black Ops 4, and Red Dead Redemption 2 all re-entered the combined top ten, with Assassin's Creed climbing 31 places in the digital chart to end the week in third.
Square Enix' Dragon Quest Builders 2 showed a steep decline in the combined chart, falling to 18th place after debuting in fifth last week.
https://www.gamesindustry.biz/articl...e-emeaa-charts
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