Newest ‘Need For Speed’ Goes Mobile

Considering how well the series has done for it on both consoles and mobile, Electronic Arts is continuing to accelerate its Need For Speed racing series in the right direction with the confirmation of a new game. It’s an illustration of the increasing importance of mobile devices to gaming, as top console brands increasingly can be found on smartphones and tablets.

In Need For Speed: No Limits, gamers will once again put the pedal to the metal in a fine variety of cars, both exotic and police. Expect plenty of action along the lines of the previously release Most Wanted, but with a few twists that make it a more advanced offering.

For good measure, Electronic Arts has added professional driver Ken Block to the mix. He previously appeared in such games as DiRT 2 and DiRT 3, so his presence should certainly be familiar with some avid racing fans.

Development on the title is being handled by Firemonkeys, the same team that produced the highly popular Real Racing 3, still considered one of EA’s most successful mobile racing games. Need For Speed should no doubt follow suit when it arrives next year.

“We’ve built No Limits from the ground up to deliver the insanely-fast driving and incredible graphics that fans have come to expect from Need For Speed – all in the palm of your hand,” said the game’s executive producer, Robert Huebner, in a press release. “The team at Firemonkeys have also been bringing Need For Speed to mobile games for years, and it’s an honour and a privilege to once again get behind the wheel of this incredible franchise and redefine street racing on mobile.

“We’re constantly amazed by the power and performance we’re able to get out of the latest phones and tablets, and think you will be too.”

There’s no word yet as to why No Limits isn’t making a trip to consoles this time around, though savvy racing fans can get their hands on Need For Speed Rivals: Complete Edition in the meantime.

The trailer, featuring Block in action, is below.

 

iOS Games Are No Longer ‘Free’

The way people look at freemium-based games is changing . . . but not the nature of the games themselves.

Free-to-play games in the App Store (which is the majority of them these days) had the word “FREE” in the button used to download the app. Because of pressure from the EU, Apple has chosen to replace the word “FREE” with “GET” to avoid misleading customers. While the initial download is indeed free, the existence of in-app purchasing can lead unsuspecting customers (particularly young children) to make purchases in the game. Some games have been criticized for making the game hardly playable without purchases while still using the word “free” for marketing the game tow a wide audience.

Google performed a similar move with its Play store back in July of this year, removing the word “free” to avoid criticism. As a result of the move, the EU Commission praised Google – and then zeroed in on Apple’s use of the term, stating there was “no concrete or immediate solutions,” which ended up being “regrettable.”

This moves comes after the EU Commission highlighted several court cases highlighting certain issues revolving around “free” labeled games, according to GamesIndustry International. In the US, Apple fought a legal battle with the FTC involving kids being able to make in-app purchases through certain titles, despite the fact that they were advertised as “free.” As a result, Apple reached a settlement to the tune of $32.5 million, and vowed to make things different – which it obviously has by changing the wording on the apps.

FTC Chairwoman Edith Ramirez said the settlement with the Federal Trade Commission was “a victory for consumers harmed by Apple’s unfair billing, and a signal to the business community: whether you’re doing business in the mobile arena or the mall down the street, fundamental consumer protections apply. You cannot charge consumers for purchases they did not authorize.”

So, again, freemium-based games remain business as usual, but look for Apple to lay out better detail in terms of in-app purchases and other required costs that tie in with them.

Microsoft Celebrates Xbox One Anniversary

It’s hard to believe that Microsoft’s Xbox One game console has already been on the market for a whole year – and how quickly it’s managed to turn around its sales since its release to stay competitive with Sony’s PlayStation 4.

Regardless, the company has vowed to celebrate the birthday in style by providing a number of gifts to avid Xbox fans, according to Larry “Major Nelson” Hyrb’s announcement on his blog page.

Beginning tomorrow, those who purchased an Xbox One system will have access to a number of digital goodies, including a special gamer picture that celebrates the anniversary of the console, along with exclusive backgrounds, a special Year One image for use on Twitter, and free rentals of exclusive programs, including Halo 4: Forward Unto Dawn, Dragon Ball Z: Battle of the Gods and select Dragon Ball Z episodes.

In addition, Microsoft will be sending out physical prizes to random Xbox One owners, including everything from game consoles packed in with Sunset Overdrive or Call of Duty: Advanced Warfare, to a free year of Xbox Live, to limited edition goodies, such as a Forza Horizon 2 limited edition Casio G-Shock men’s watch. The full list of goodies can be found here.

“It’s been an unbelievable year, but we never would have gotten to this point without our incredible fans,” said Nelson.  “We want to thank you for being a part of an amazing 12 months by celebrating with you all weekend long.”

In addition to the announcement of the giveaway, Nelson shared some interesting numbers in terms of the most popular games on Xbox One, including Forza Motorsport 5, Titanfall, Destiny and Call of Duty: Ghosts. He also stated that the total community Gamerscore amongst Xbox One owners has now totaled over 11 billion points unlocked, with more than two billion hours of games played on the console. That’s quite a large game community.

2015 should be an even bigger year for the company, between such releases as Halo 5: Guardians and Crackdown, amongst other soon-to-be-announced projects. Here’s hoping for another stellar year.

Virtual Reality Is Officially Consumer-Ready

Fifty years on from The Beatles’ legendary first American performance on The Ed Sullivan Show, Sir Paul McCartney is back on the cutting edge of music with a little help from his friends, participating in a venture with virtual reality video company JauntVR that sees his performance at San Francisco’s Candlestick Park’s final concert broadcast in 360 degrees as their groundbreaking virtual reality viewer’s first offering.

“Paul is the perfect ambassador for this new medium because he’s so widely respected,” Jaunt vice president of content Scott Broock said of his company’s decision to place him on center stage for their new product. “A lot of people love Sir Paul McCartney.”

If you’re looking to enjoy Jaunt’s app for yourself, you can head over to their official website; it’s Android-only (an iOS app is on the way), and you’ll need a Google Cardboard holder (available through major online retailers; Jaunt recommends vendors on their site) if you want to take advantage of 3D video. Jaunt has also produced a 2D version for those without Cardboard.

Jaunt do not see themselves as a direct competitor to household-name Oculus, as they intend to focus on shooting and enhancing live-action video along the lines of McCartney’s performance while Oculus primarily concern themselves with interactive gaming experiences. Jaunt plans to be more friendly to the casual consumer by offering their app to anyone with an Android phone, while Oculus’ Rift will require dedicated virtual reality goggles.

Jaunt sees their business model as a path towards mass adoption of virtual reality technology on an Internet-like scale, breaking it beyond the domain of “techies” and right into the palm of a casual consumer’s hand.

For McCartney’s part, Broock is hoping his reputation as an innovator and forward-thinking artist will inspire fellow musicians to follow his lead. Broock sees JauntVR implementations like McCartney’s performance as “…a fascinating new way to reach people with their music in a completely different way. You can put people right there with you onstage, giving them access they would not otherwise have.”

Broock sees great things for JauntVR’s future, suggesting that the McCartney concert heralds a regularly-updated stream of captivating VR content to come in the near future. “There’s going to be a lot of content coming out by year’s end.” One can only hope we will soon be able to go on our own Magical Mystery Tour in an immersive 360 degrees.

https://youtube.com/watch?v=KN02W08aERc

Netflix And YouTube Still Hog Bandwidth In North America

By Jessica Klein

According to broadband networking company Sandvine’s latest report, “Global Internet Phenomena Report 2H 2014,” Netflix and YouTube still account for the largest slices of the internet’s streaming bandwidth in North America.

Overall, Netflix makes up roughly 34.9 percent of peak downstream traffic on the continent, while YouTube follows with the second largest share at just over 14 percent.

That shouldn’t come as much of a surprise, and is in line with previous numbers reported by Sandvine. What might be surprising is that Amazon Instant Video is creeping up in the ranks. Though the service still only takes up 2.6 percent of downstream traffic, that’s more than twice the bandwidth it took up 18 months ago.

Read more…

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.

CREATIVE: Top Trailers For the Week: November 19th

Another week, another round of trailers featuring highlights from the best forthcoming movies, games and TV shows. We’ve got the usual round-up for you here, so let’s check out this week’s favorites.

Goat Simulator has been a huge simulation success over the past few months, with PC players flocking to Coffee Stain Studios’ release. It’s pure silliness, with everything from rocket packs to explosions to angry boats. So, of course, the team will expand upon that success with Goat MMO Simulator, which will release tomorrow for PC. This new add-on shows similarities to Bethesda’s Elder Scrolls series, but, as you might expect, with goats.

Telltale Games, the creators of the Walking Dead and The Wolf Among Us episodic games, have returned with its latest effort, a spin-off from Gearbox Software’s popular Borderlands series. In Tales From the Borderlands, players will explore an all-new adventure, with several new characters meeting up with familiar ones from the series. The first chapter, Zero Sum, will debut in time for the holiday season on game consoles and PC.

Disney is once again resurrecting one of its classic films with a live-action version of Cinderella, which will debut in theaters on March 13th. The film stars Cate Blanchett, Lily James, Richard Madden and Helena Bonham Carter, and is directed by Kenneth Branagh (Thor). Expect plenty of CGI magic, along with recognizable themes from the animated classic.

https://youtube.com/watch?v=KWtv5Ht4YZE

This December, Netflix will debut its latest original series on its streaming service, Marco Polo. It provides a more brutal take on history, following the legendary explorer as he navigates his way into the inner court of 13th century ruler Kublai Khan. Expect plenty of epic adventure from this one, along with powerhouse performances that bring the tale to life like never before.

Finally, several big video game releases came around this week, including a next-gen remake of Grand Theft Auto V and Ubisoft’s Far Cry 4. However, EA’s Dragon Age: Inquisition is getting a great deal of attention, and for good reason. Both die-hard fans of the series and newcomers alike will be able to embrace new spellcasting systems, along with plenty of epic quests that will challenge their skills at every turn. The game is available now for both consoles and PC.

 

Why Video Game Ads Are Facebook’s Worst Performers

Facebook has revealed that ads for video games are their social network’s worst performers, putting up anemic impressions and click rates bested even by dating ads.

Rick Kelley, Facebook’s global director of sales for games, shared the unwelcome news at November 19’s London Games Conference. “You are not just competing with other video game ads, you are competing with L’Oreal, Lynx, and other ad companies […] There are only so many ads we can show people on any given day,” Kelley remarked, alluding to a saturated market for traditional advertising.

Kelley offered three key points of advice for gaming companies looking to deliver their advertising statistics from peril:

Precise targeting

Blurred lines between “hardcore” and “casual” gamers coupled with mobile’s explosion mean that gamers are no longer an easily-compartmentalized niche audience. Facebook intends to flex its renowned data-collection muscle by gathering internal data from publishers, allowing them to gain an advantage when they are presented with a specified audience ripe for their ad campaigns.

Design content relevant to specific audiences

Kelley emphasized Facebook users’ growing embrace of video, detailing a company decision to autoplay videos in news feeds that sees them handling upwards of a billion views a day. Pointing to a successful Facebook campaign for EA’s Madden franchise tailored to a consumer’s favorite football team, Kelley stated that companies would do well to follow their lead by tackling individualized content designed to attract the attention of specific users.

Brand leverage

Think your game has a one-in-a-million chance of following in the footsteps of Flappy Bird or Candy Crush Saga Kelley advised developers to think again on that front, claiming current market figures place their chances closer to one in two million. Using hitmakers King and Supercell as examples, Kelley suggested publishers brand their games with watermarks, as it affords a level of prestige to makers of a beloved game hoping to keep consumers on board for their next offering.

Ubisoft: Marketers, Developers Must Work Together

With the game market consistently growing with new and familiar brands – and with multi-million dollar ad campaigns behind them – marketing needs to adapt to the times as well. At least, that’s what Ubisoft Montreal brand director Luc Duchaine believes.

Duchaine certainly has his hands full these days, as the publisher has released plenty of titles for the holiday season, including two Assassin’s Creed games, Far Cry 4, Just Dance 2015 and the upcoming multiplayer racer The Crew.

With that, Duchaine believes that a “necessary union” between marketing and development needs to be made, based on what he said last week at the Montreal International Game Summit. Game developers not only need to realize their creative potential with products, but also promote it the right way, according to GamesIndustry International.

Some developers and marketers are getting along better, but Duchaine believes there’s still a way to go. “It’s a recurring subject,” he explained. “I still get it sometimes from people who are new to Ubisoft and they’re like, ‘There’s a marketing guy on the team That’s kind of weird.’ But I know for us, now it’s common knowledge at Ubisoft. Tomorrow morning if you came and told my producer I wasn’t on the project any more, he’d probably slap you and be like, ‘What I need him!'”

Developers can be wary of having a marketing specialist on board, but there is certainly room for growth. “You can ship a game without a marketer,” he continued.. “You can’t ship a game without an art director, or a lead programmer. But without a marketer The game will go out. In the best conditions, I don’t know. Will it be maximized in terms of return on investment, in terms of reach I think that’s the downside . . . That’s why certain studios don’t have marketing early on. They can ship a game without a marketing person in-house. They see it as a cost they can avoid, and they see marketing as a separate service and not something that can truly help to make a better game.

The right tools for the job are also vital, according to Duchaine. “If you do not give the tools to the marketing team, if you fail to provide them the materials to build a good marketing campaign, the result is very simple. Someone somewhere, in an agency, on a marketing team, will decide what’s iconic for your brand. Because we need that in marketing. We need iconic elements. We cannot put on screen the same thing that’s been shown over and over again. And chances are, you won’t like it. They’ll try to sell a game you aren’t making.”

With that, there needs to be less division between the two. “What’s to be learned is that everyone can play a role with the marketing of a game. And if everybody has that mindset, it can truly help a game. If you have someone to emphasize that, it’s an added value, but if everybody thinks, ‘Well how can I help marketing’ when they develop a game, that’s what we can learn from indies.”

More of the interview can be found here.

Disruptor Beam Raises Money For Expansion

Disruptor Beam has done a great job creating games that know how to draw a strong community, including popular titles like the forthcoming Star Trek Timelines and Game of Thrones Ascent. With that, it should have no trouble continuing to do so, as it’s managed to raise over $5 million thus far for development.

The company announced that it has secured this amount, including $3.2 million from the most recent round of Series A funding, which will be turned around to go towards development into Timelines, as well as other additional IPs for future game products. It’s also looking to expand its team with even more development members, although specific departments weren’t mentioned in the company’s press release.

With the investment come new equity investors, as well as the ability to convert existing debut. Such companies as Midverse Studios, GrandBanks Capital and a number of technology-driven partners, along with CommonAngels, Romulus Capital, and Harmonix founders Alex Rigopulos and Eran Egozy. In addition, the team has also secured a line of equity financing through Silicon Valley Bank.

“These latest investments will help us to further deliver on our vision of creating the most community-centric game company in the world,” said Jon Radoff, CEO and founder of Disruptor Beam. “We build games based on entertainment brands that have the most engaged fan communities. And, we see these communities as just as important as the games themselves. For these reasons, we’re in the process of developing a community platform that will allow cross-game social capabilities and one that will enable players to connect with one another in new, innovative ways.”

With that, 2015 should be a tremendous year for the company, with the completion of both Timelines and the new platform, both of which are expected to draw in a large PC gaming fan base. In addition, more licensed franchises could come down the road, meeting with the same success as Game of Thrones (though possibly not as popular).

Those who wish to learn more about Disruptor Beam can check out its official page here.

Brands Rule The Mobile Gaming Front

When it comes to mobile games, the more popular ones seem to stem from recognizable franchises. Even though there’s always room for some new blood to give the market a try, favorites like Angry Birds and Fruit Ninja have no problem drawing a crowd – especially with the involvement of new partners.

The latest iOS and Android numbers revealed the top mobile games for the current month, indicating that current brands like FIFA (featuring Lionel Messi amongst other players) and Angry Birds Transformers are still riding high on popularity. As a result, several small development teams are thriving, riding all the way to the top of the mobile charts, according to VentureBeat.

Angry Birds Transformers has proven to be a powerhouse addition to Rovio’s game line-up, becoming the number one downloaded game for the month of October on both formats. Disney’s Cars: Fast As Lightning notched a third place position, and Gameloft continues to profit from the moneymaker Kim Kardashian: Hollywood.

However, some companies have proven that you can teach an old dog new tricks as well. Halfbrick, the developers of the popular Fruit Ninja brand, garnered a huge audience last month when it introduced downloadable content based on the hit 1984 film Ghostbusters to its game, complete with plasma stream cannon and plenty of “spooky” fruit.

“Fruit Ninja‘s success presents an interesting twist to the trend of games based on licensed IP,” says the App Annie report. “Licensed updates may have an advantage in the form of shorter development cycles and lower costs while still providing a desired spike in downloads.”

The report also shows that Electronic Arts has managed to gain its own audience with the FIFA 15 Ultimate Teach game. “Over the past year, mobile sports games have become a significant part of Electronic Arts’ portfolio. Based on its latest earnings release, Electronic Arts’ mobile games averaged 155 million monthly active users during Q3 2014. Of this, its mobile sports games averaged 40 million MAUs during the same time period, a gain of 250 percent since last year.”

It’ll be interesting to see where the mobile market goes from here – and what new partnering ideas companies cook up with their popular franchises.