Mobile Game Highlights: ‘Driver’, ‘Spirit Lords’

Welcome back to Mobile Game Highlights, where we look at the best new mobile game releases for the week. This week has plenty of new titles to offer, so let’s get started!

Spirit Lords (Kabam, free to play, available on iOS and Android {links no longer active})

An in-depth role-playing adventure with a visual presentation that should appeal to all ages, Spirit Lords is the latest free-to-play release from popular mobile publisher Kabam. The game follows a would-be Spirit Lord attempting to keep a city safe following a war between the spirit world and the physical world that ravaged an empire. As one might expect, that’s easier said than done with all the evil forces lurking about.

With a number of team-building skills, deep combat that involves spellcasting and action, and hours worth of quests to complete, Spirit Lords looks like an ideal choice for those seeking their next adventure.

Implosion: Never Lose Hope (Rayark, $9.99, available on iOS {link no longer active})

These days, a number of mobile releases are approaching console-like graphics and sound, showing how much developers have improved on the format over the years. Rayark is no exception with its action-packed Implosion: Never Lose Hope, which features stunning visuals and a full orchestral score conducted by Lord of the Rings trilogy sound engineer John Kurlander. Players take control of a powerful War-Mech battle suit as they take on enemies of all types, using a large arsenal of weaponry to bring them down.

The app is a bit pricey, but those looking for some bang behind their mobile buck would be wise to add Implosion to their library.

Dragon Hills (Cezary Rajkowski, $1.99, available on iOS and Android {links no longer active})

Usually, in storybook fables, the princess needs to be rescued from the vile dragon, with the noble knight doing all the work. This time around, however, the princess has other plans, as she’s teamed up with a dragon in order to get revenge on knights. In this fast-paced action game, players will plow through mysterious worlds as they pursue knights, conquer castles and discover new areas, all while utilizing innovative one-touch gameplay.

Fans of endless runner style games and adventure should definitely take this Dragon for a spin.

Smove (Simple Machine, free-to-play, available on iOS {links no longer active})

Players that are into fast-paced puzzle games should get ready to move with Smove, Simple Machine’s point-collecting game. Players will guide a sphere across a series of ten simple yet challenging levels, avoiding objects while vying for the highest score possible. It sounds easier than it actually is, as practically everything gets thrown their way – forcing them to move, or, in this case, smove.

Though it appears uncomplicated in presentation, Smove actually has a lot to offer – and it doesn’t cost anything to try it out, though players can remove ads for an optional $1.99 fee if they wish.

Driver Speedboat Paradise (Ubisoft, free-to-play, available on iOS and Android {links no longer active})

For years, Ubisoft’s Driver series has been about high-speed escapes on the road and seeking revenge against criminals. However, the publisher has opted for a new direction with the mobile debut for the series, trading in classic sports cars for revved-up speed boats. In Speedboat Paradise, players will navigate treacherous racing events and enter new circuits as they push to become the top racer on the water.

Even with its interesting new approach and its free-to-play game structure (including needing to pay for gas refills in order to continue racing, unless they don’t mind waiting a bit), Speedboat Paradise has enough intense action to please fans of the classic series, as well as bring in new ones.

MergeVR Makes Mobile VR Real

There’s no question that virtual reality (VR) has been the most exciting new technology teasing the game industry since the ascendance of smartphones. As yet, though, VR has been a tantalizing vision rather than a product, without a firm release date or a price point for any of the different VR hardware showcased. Until now, that is. MergeVR today announced it’s bringing VR to millions of iOS and Android smartphone owners this fall, with their VR Goggles and proprietary VR Motion Controller for the relatively low price of $129. The Merge Goggles are designed from a durable, soft and flexible foam, designed to fit any size head and a wide variety of smartphones. The MergeVR Controller is a wireless, handheld motion controller with nine inputs and 9-axis motion sensors.

“What we’ve created is fun, easy to use, and affordable,” says Andrew Trickett, Co-founder of MergeVR. “We’ve designed a truly consumer friendly, ground breaking product. We’re confident that MergeVR offers the best experience in mobile virtual reality.” The MergeVR Goggles are compatible with VR apps and 360-degree video already in the Google Play and Apple App Store. MergeVR is also partnering with top game and app developers to build virtual reality experiences.

Franklin Lyons

The co-founder and CEO of MergeVR, Franklin Lyons, spoke exclusively with [a]listdaily to give us some insights on this VR technology that will be available soon.

How many apps do you expect will be available for MergeVR when it ships?

We expect that about 12 unique experiences will be available, and we’ll grow from there. Our Developer Launch Partners Program is very active and growing fast for games and many other fun experiences. Also, remember, there are millions of smartphones in the marketplace; iOS and Android based phones will fit right into the slot in the MergeVR Goggles, allowing consumers to experience any of the growing number of VR apps already out there.

How difficult is it for developers to support MergeVR, including the motion controller? Will apps work without special modification with MergeVR?

We’ve made it really easy for developers to create content for MergeVR. We want it to be low risk and high gain for them as we launch and build market share. Also, for fantastic games that are already out there, the developer can easily recode for VR using our SDK, which is built on the Unity 3D software engine.

The Motion Controller controller is pretty amazing. It’s the industry’s first wireless handheld motion controller for mobile VR. The user doesn’t have to use a controller tethered to a PC. It’s full freedom. And straight out of the box, it’ll pair. No need to do a thing.

Also MergeStart is the menu of installed apps, which means in addition to superior gameplay, you don’t need to remove the VR Goggles to change from one experience to another.

How well does MergeVR deal with different sized smartphones? Is there an optimal size screen, both in dimensions and resolution, for the best VR experience?

We’re excited to say it fits them all! Even the bigger iPhone 6+. The super squishy and comfy material that the MergeVR Goggles are made of make it possible to fit a large, medium, or small phone. The material that the MergeVR Goggles are made of is a super cushy to fit any size head or face — a challenge for other systems.

What’s your marketing strategy for MergeVR? How will you make people aware of it, and then actually make the purchase decision?

We’re pretty darned excited about our fall launch — in time for the holiday shopping season. Anyone that’s eager to experience virtual reality and those who already have will understand how amazing it when they try it for themselves. We’ve watched early feedback and we see that once they have that “Aha” moment, most are hooked. We’re excited to be playing a part in bringing virtual reality to the everyday consumer. We have some interesting plans up our sleeves!

We fill a niche that no one else does. Everyone is talking about VR as if it’s in the future. It’s now and ours will be for everyone. MergeVR is lightweight, fits any face, affordable at MSRP $129, coming this year, and durable enough to be tossed on the couch or stuffed into a backpack — all the components that make it an easy decision.

Will MergeVR be sold at retail stores? Which ones?

MergeVR will be sold online and in retail stores, and we’ll be announcing more details about our product launch and purchase in the coming weeks.

Will there be any exclusive apps, or apps with features exclusive to MergeVR?

We’ll launch Merge VR Goggles and the VR Controller with around 12 different unique content experiences, and more being released regularly from that point onward. We are excited to talk more about our developers and the apps being created and can share that soon.

Do you think there will be one or two apps that will get people to buy MergeVR, or will it be the availability of a variety of apps that is most compelling to customers?

Right now there’s a demand for a comfortable, easy to use options to enjoy the quickly growing content in the Android and iOS App stores that already is available. Merge VR Goggles can be used with millions of Android and iOS smartphones that consumers already own. And then they can enjoy our launch of exclusives.

Plus, we have Merge Start, an app central to the Merge ecosystem. It’s a portal that organizes all your mobile VR content into one location. It’s easy to navigate with the controller, so there’s no need to take off the goggles to switch out your experience. With Merge Start you’ll be able to search, download, play and watch without leaving the immersive environment, which we are pretty excited about.

The Merge VR Controller allows the customer to navigate while in virtual reality, selecting, playing, and interacting with this new content in a new way.

MergeVR provides a way to enjoy not only what’s already available, but more importantly what is yet to come and coming soon. Virtual reality is in its early stages, and we’re excited to play a part in making it as widely available as possible.

 

 

Website: http://www.MergeVR.com
Facebook: https://www.facebook.com/MergeVR/
Twitter: @MergeVR
Instagram: Merge_VR

Activision CEO Sees eSports Opportunity With ‘Guitar Hero Live’

Eric Hirshberg was at the Best Buy Theater in New York City’s Times Square to introduce press to Guitar Hero Live, the first new game in the franchise in five years. He had some help from Fall Out Boy’s Pete Wentz and My Chemical Romance’s Gerard Way to show off the new guitar controller and the first-person perspective gameplay, as well as the music video discovery mode, Guitar Hero TV.

Having sold over 30 million copies during its first run at retail, Activision enlisted FreeStyle Games to develop a new game and allowed them time to experiment. This fall the new game will ship across all consoles, as well as mobile. While it will face competition (again) from a new Rock Band game, the current music and video game landscape is very different. The original Guitar Hero predates Facebook, Twitter and Spotify, and eSports wasn’t a global phenomenon back in 2005. Hirshberg explains why Activision, which has had success in eSports with Call of Duty, is looking at the pro gaming angle for Guitar Hero Live in this exclusive interview.

Five years ago when we last saw Guitar Hero at retail, professional gaming wasn’t as popular as it is today. What opportunities do you see for Guitar Hero Live given the rise of eSports like Call of Duty Championship?

Certainly if you go back and you look at the subculture that popped up around this game online on YouTube and the amazing athleticism almost of the best players out there, it lends itself to that kind of competition very well. It’s not integral to our plans today, but it’s something that I think you might see.

Coming out of the 2015 Call of Duty Championship, what are your thoughts on just how things have grown in the eSports space over the past five years?

It’s incredibly powerful and it speaks to a couple things. We look at it mostly as a way to drive engagement. We look at it as an incredible expression of engagement and passion from our fans that the game is played competitively, and these teams are just unbelievable. I used to think I was a really good gamer until I came to Activision and then I immedicable went down a few rungs on the latter with developers like David Vonderhaar and Jay Puryear that are unbelievable players that can kick everyone’s ass internally. Then you look at the teams that are playing on the stage and they’re at a whole different level. It really is like professional sports. It’s talent and it’s work and there’s a reason why these guys are the best, so the potential for Guitar Hero to plug into that is obvious, and one world we’ll watch and think about carefully.

Speaking of professionals, what’s the reaction been like from musicians you’ve contacted to be involved in Guitar Hero Live?

In a weird way pop culture is cooperating with Guitar Hero a little bit more right now because there’s a lot more music right now that’s at the top of the charts that is guitar-based than the last time. There are big bands like Fall Out Boy and The Black Keys, and they have big hits and they’re wildly popular. And there are also a lot of bands in the whole folk rock movement like Mumford & Sons, Of Monsters and Men and The Lumineers that’s very guitar-based. On one hand those bands fit really well into Guitar Hero, but the other thing we wanted to do differently this time is we widen the aperture of what kind of music could be in a Guitar Hero game.

How are you expanding the music offerings in this game?

Guitar Hero always had a heavy emphasis on one genre, and that genre guitar rock, will certainly be well represented in this game if you’re a fan of that. But when you look at the way people consume music today, they don’t just listen to one genre. They listen to multiple genres, and the game is based on these fictitious music festivals. If you look at the modern music festivals there are hip hop acts, pop acts, folk acts, rock acts, country acts, and EDM all occupying the same stage and playing to the same audience. That’s how people think about music these days. If it’s a great song and people like listening to it and it’s fun to play, we think they’ll love playing it in Guitar Hero. We’ve taken a little bit more of a wide net approach to the genres that you’ll find in the game, and I think the artists have been very excited about that.

Guitar Hero Live; Photo Credit: Larry Busacca, WireImage for ActivisionGuitar Hero Live; Photo Credit: Larry Busacca, WireImage for Activision

Over the years many rock stars have told me they’re great, obviously, at playing real guitar but they suck at Guitar Hero. What does it say about this game that Gerard Way from My Chemical Romance beat Jamie Jackson, the developer of the game, on stage?

If you have the muscle memory of what you would really do with a real guitar, it’s hard to break that and map your brain to a whole new way of pressing your fingers against the strings, so to speak. But both Gerard Way and Pete Wentz bucked that trend. We gave them the game before this event and let them practice a bit and they both took it pretty seriously knowing they’re going to be playing publically. It’s also a good sign that the new button configuration just feels right. One of the things Jamie (Jackson) talked about was that everyone who’s picked up the new three-over-three six button configuration just plays better instantly. It does feel more intuitive and natural. Your fingers just feel like they go there in a way that feels superior to the previous games.

‘Grand Theft Auto V’ Dominates The PC Market

Considering that the game has already shipped more than 45 million units, including its re-release on PlayStation 4 and Xbox One last year, Grand Theft Auto V has become a phenomenon in the video game industry – and it’s just getting started.

Yesterday, Rockstar Games released the popular third-person open-world action game for PC, creating a new benchmark for the title that not only includes the most spectacular visual performance to date (running up to 60 frames per second with the right hardware), but also including a video editor, allowing users to create custom clips that they can share with the community. It’s bound to be a big sales hit for the publisher, and, in its first day alone, it’s made huge waves on Steam.

GamesIndustry International reports that the game has already set a new record for concurrent users on Valve’s popular PC gaming service. It’s managed to bring in just over 300,000 players on its release day alone, eclipsing the previous record held by Bethesda’s role-playing adventure Skyrim a few years ago, which drew 280,000 players in a single time period.

This is still small potatoes compared to Valve’s first party releases, including DOTA 2, which, at one point, managed to bring in 800,000 players. However, it still sets a new standard for third-party companies, and indicates that Rockstar should have no trouble selling millions of copies of its popular game, adding to its already immense total.

GTA V has managed to generate $1 billion in revenue faster than any other entertainment product in history, becoming the best-selling game of all time for both the U.K. and U.S. markets. The PC release could estimate at least another ten million units sold – and maybe more, depending on how many features Rockstar adds to both the main game and the Grand Theft Auto Online component in the months ahead.

To get an idea of what kind of changes are included in the PC version – and catch a glimpse of the new video editor in action – check out the video below.

 

China Becomes The Market Leader For iOS Apps

For years, the United States has been one of the leading countries on the mobile downloads front, with a number of premium and free-to-play games to choose from, along with a number of popular apps. However, new numbers from data-reporting site App Annie indicate that we’re seeing a changing of the guard, and China now leads the list of top countries for iOS-based downloads.

GamesIndustry International reports on the latest data from App Annie that shows with the launch of the iPhone 6 devices overseas, China has found the strength to push past the United States in terms of having the most iOS apps downloaded. Though the U.S. remains close behind in second place, this shows a vital “changing of the guard” when it comes to popular apps, indicating that China is a force to be reckoned with. The United States, though, is still the top country for iOS app revenue, with Japan in second place and China in third place.

This is also big news for Apple, as it gives iOS presence in China, where the Android has been the dominant mobile platform for the past few years. With a successful marketing campaign for the new iPhone devices, the company has managed to create a niche in the mobile market that will keep growing over the next few months – or even years.

The China Audio-Video and Digital Publishing Association have released some numbers as well, indicating that national game revenues have managed to reach a whopping $18.5 billion for 2014, a 40 percent increase over the previous year. SuperData had its own numbers to provide as well, indicating that the U.S. mobile gaming market sits at $3.2 billion. However, China isn’t too far behind that, as it’s close behind with just $200 million less.

China’s strength in downloads of apps has yet to be fully reflected in app revenue, but if Apple continues to sell strongly in China we may see the revenue side catch up to the number of downloads. It’s certainly an important market that everyone should be watching..

The Force Is With ‘Star Wars’ Celebration

This weekend, Star Wars fans from around the world will gather in Anaheim, California for the yearly Star Wars Celebration event, which celebrates all the lore surrounding the popular science fiction series. Whether fans are into comic books, video games, or the movies themselves, there’s something for everyone at this weekend’s event. However, a couple of key factors should make this year’s Celebration even bigger than ever before.

Of course, one of those factors is the first new Star Wars movie in ten years, The Force Awakens, which shies away from the “new” trilogy of the series in favor of nostalgia. The film will feature characters from the original set of Star Wars movies, including Harrison Ford’s Han Solo and Mark Hamill’s Luke Skywalker. There are new characters being introduced as well, and the film will be helmed by J.J. Abrams, the same man who provided a fresh twist to the Star Trek universe years ago.

Force Awakens will have an enormous presence at the event, with an opening presentation set to kick off tomorrow morning with plenty of surprises, including the possibility of the new trailer that will appear in front of Marvel’s Avengers: Age of Ultron in just a couple of weeks. Abrams will be in attendance, along with many stars from the film.

The presence of the sequel alone is likely to drive up attendance numbers for this year’s Celebration more than ever, but it’s not the only reason to check out the event. Other activities will draw people in, including the debut of the 3D version of Star Wars Episode III: Revenge of the Sith, which never made it to theaters; the debut of season two of Disney’s wildly popular animated series Star Wars Rebels; and Electronic Arts’ gameplay debut for its forthcoming first-person shooter Star Wars Battlefront, which is expected to be one of this year’s big sellers.

On top of that, even those that aren’t going to the event will be able to see most of it happen, as StarWars.com has teamed up with Verizon to live-stream over 30 hours of content from the event, including the opening presentation and other panels, featuring special guests from the series’ past and present. Those that want to learn more about the live-streaming panel can do so on the official page.

Other surprises could happen at the event as well, and it shows that the Force is just as strong with Star Wars as it’s ever been – even when the initial film came out in 1977.

Netflix Gained 4.9 Million Subscribers In Q1 Of 2015

by Jessica Klein

Netflix came out with its earnings report for the first quarter of 2015, and it turns out that the streaming giant has gained even more new members this year than it expected.

Instead of the 4.1 million new members forecasted for Q1 of 2015, Netflix got a record total of 4.9 million new subscribers during the quarter. Of those new members, 2.3 million came from within the US, while 2.6 came from international Netflix territories. Some of the international increase likely came from Netflix becoming available in Australia and New Zealand this past quarter, even though that took place towards the end of March.

Also helping the company’s cause, Netflix ended up spending less on content than it had projected, allowing the US contribution margin to reach 31.7 percent instead of about 30 percent. In the future, Netflix said that it will likely spend even less as it continues to expand globally, as more territories will be watching the same, original content, thus helping to absorb the cost. So as to continue this worldwide expansion, Netflix will allocate some of its U.S. marketing budget to use for international marketing costs in the next quarter.

Keep reading…

This article was originally posted on VideoInk and is reposted on [a]listdaily via a partnership with the news publication, which is the online video industry’s go-to source for breaking news, features, and industry analysis. Follow VideoInk on Twitter @VideoInkNews, or subscribe via thevideoink.com for the latest news and stories, delivered right to your inbox.

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How ‘Guild Wars 2’ Continues To Expand

The massively multiplayer online roleplaying game (MMORPG) genre of game has been a mainstay of PC game profits for over a decade, but those revenues certainly haven’t been evenly distributed. The segment has mostly transitioned from a subscription model to free-to-play (with Blizzard’s World of Warcraft as the exception), but many new entries in the field have struggled. One standout continues to be ArenaNet’s Guild Wars 2, which uses a hybrid business model of a one-time payment with in-game purchases. The game has seen regular content added, and now the new Heart of Thorns expansion will be a significant addition. ArenaNet’s head of global communications Meelad Sadat gave [a]listdaily some insights into the game and its marketing strategy in this exclusive interview.

Meelad Sadat

Guild Wars 2 has its first expansion, Heart of Thorns, coming up, nearly three years since the game launched. Why now, and why a full expansion, when the game has been getting regular content updates?

ArenaNet developed an interesting strategy almost immediately after launch in the way they update Guild Wars 2, and it’s rooted in this philosophy that the studio has to continually try to challenge traditional MMO conventions. Since launching in 2012, players have received more than 40 updates to the game. There have been traditional feature pack releases, and these were mostly about adding new features and improvements to in-game systems. The really innovative part of it has been with Living World releases. These have made up the majority of the updates. Living World is where ArenaNet continues to grow the Guild Wars 2 universe episodically, where during active “seasons,” players get releases with new game play, story and rewards every two weeks. These have introduced new character arcs, established storyline plants with payoffs between episodes, and even set up cliffhangers during key moments, all very much like a TV series.

All of these releases have been free of charge — players who buy the game get access to live updates without paying a penny. Over time it became more apparent that players want — and I’m quoting our devs here — the “occasional check in with me moment” where a lot of different parts of the game grow at once. That’s what led to the expansion, where the team is now preparing to release new content that goes way beyond adding a slice of new game play. Heart of Thorns is going introduce significant new features that touch on every core pillar of Guild Wars 2 and even redefine some key areas of the game such as how max level characters continue to progress.

What’s the Guild Wars 2 audience size now, and how is it distributed geographically? Does the audience continue to grow?

We launched in China last year, which puts us in three regions currently including North America and Europe. China is obviously a huge milestone in growing the game. The game is in great shape. It’s benefiting from not just a happy and healthy player base who’ve embraced what we’re telling and showing them about Heart of Thorns but also a surge of new players since announcing the expansion. Overall, I think the best barometer for Guild Wars 2′s success is how ArenaNet has grown as a studio — with staff growing some six-fold since the launch of the first Guild Wars — and the talent, resources and support it’s able to put behind both the current game and the expansion.

Guild Wars 2 uses the pay for the game up front, play for free model, with various in-game spending options. How do you feel this compares to the classic subscription model or the free-to-play model?

It’s the right model for how Guild Wars 2 launched, and testament to that is the success the game has had since. ArenaNet has been able to continue to grow the base game and now support an expansion for it. Let’s also look at player behavior under this model — they continue to play because of the compelling content they get. There’s no pressure to log in because they’re not paying for it monthly. On the flip side, there’s no pressure to opt out for every period of time they can’t keep playing. That’s not to say the other business models don’t have their merits. They certainly work for other games, whether MMO or other genres. There’s plenty of evidence to support that.

As a whole it’s what I think we’re discovering is one of the evolving natures of entertainment. Entertainment is expendable; people partake in it because they want it, not because they need it. So it’s only natural to have choices in the way we consume it, as well as have different models for different types of entertainment rather than force everything into a single delivery mechanism. Music found this out the hard way. Now television subscription services are starting to discover it.

What are the key areas for your marketing efforts over the next year?

I work primarily in earned and owned media and so I can speak to what we’re focusing on there. It’s all about finding ways to engage with fans and giving them reasons to engage with us when they’re not playing the game. We look to them to play a big part in exposing Guild Wars 2 and all of the reasons they play it as a means to get potential new players interested. This is the most powerful way to keep a game like ours relevant. And we’re constantly trying to turn influential gamers — press, Twitch streamers, YouTubers — into players. It’s great when we can get exposure for something we’re doing through these folks because they want to follow a big MMO like ours, or find some piece of news or information we put out interesting, or partner with us on a program or promotion. But if we can get them genuinely engaged and playing the game, then that’s what we want. Fortunately for us — and with all the credit going to the talented game makers at ArenaNet — Tyria is a hard place to leave once you’ve paid a visit.

What’s your best advice for game marketers, particularly regarding MMO’s, in this rapidly changing environment?

There’s a new groove in game marketing. Like you said, we had this tumultuous period when it seemed different parts of the industry all seemed to be going through changes at once. I think I need to use the word disruptions here. The audience for games went through some splintering, mainly with digital and mobile games taking hold, and that seemed to have the same effect on where people went for their information on games. Suddenly there were questions about why big traditional PR outlets weren’t moving the needle like they used to, and pretty soon we were seeing the same thing with big social media sites. But we’re back in a groove. Nothing is dying — the influence of game press isn’t going away. Social media may be getting staid as a term but the essence of what it stands for — communities developing around shared interests and a mechanism for many to many communication — is going to be relevant as long as people like socializing with one another and there’s a free and open internet that lets them do that unhindered.

I think it’s more important to be cognizant of the subtleties of what’s changed. For instance with game press, there’s still a significant audience for the big game sites, it’s just that gamers process the information they get there differently. What a game site prints about a game I might be interested in is now just part of a larger framework of what I’m going to ingest before I make a decision about that game. There’s also this huge and healthy appetite for raw information. What’s a better way to evaluate a game, a slickly produced trailer with all the highlights — and believe me, I love a good trailer — or watching a live stream of the game on Twitch The latter gives me the raw deal and lets me know if this is a game for me. So I’ll discover the game through a trailer or a big piece of press coverage but if it I’m still interested, I’m going to look for the most raw information I can find on it. That’s what all of us in game marketing need to understand.

Our predecessors had it good — they put out a great box with three killer screen shots on the back, got press excited about a game with carefully orchestrated previews, and put out a great TV spot if they had the budget, and we’d all line up. Now you have to factor in all of the channels there are for finding out if a game is really all it says it can be. We can’t control what goes out through all of these channels, nor should we. But we better have a handle on what’s out there.