How ‘The Walking Dead’ is Built to Survive the Mobile Game Market

Mobile gaming has been dominated in recent years by a handful of companies, and competing for top spots with new games is tougher than ever. However, that doesn’t keep companies like Scopely, known for games like Yahtzee with Buddies, from trying to break through to the top of the mobile charts with releases like The Walking Dead: Road to Survival, which challenges players bring together a group of characters and level up their skills to survive in zombie-filled The Walking Dead comic book universe.  

Road to Survival reached more than 4 million downloads in its first week, and ranked among the Top 25 Grossing Games across 17 countries. The company also recently announced a cross-over event with the Telltale Games, which involves iconic characters from the critically-acclaimed Walking Dead adventure game series appearing in Road to Survival from December 10 to January 31. Scopely itself has been listed as among the Top 10 fastest growing companies in America in 2015 by Inc. and Deloitte consulting.

Jamie Berger[a]listdaily speaks to Scopely’s head of product marketing, Jamie Berger, and product manager Steve Wu, to discuss The Road to Survival cross-over event and what it takes to make a new mobile game a success.

How can mobile games stand out in an increasingly crowded market

[Jamie] We see aligning with great brands and intellectual properties as a critical path to success in a market that offer consumers essentially unlimited content choices. Brands like Yahtzee and The Walking Dead are ideal because they naturally translate to great game experiences, and come with mass awareness and a deep reservoir of consumer affinity. With strong brands you already “stand out” in a crowd of generic content, It’s then a matter of activating and exciting the fan base.

What steps can brands like The Walking Dead: Road to Survival do to grow audiences beyond the comic book and television series fans

[Jamie] Even with a an incredible brand like The Walking Dead, there are still millions of players who love the role-playing game genre and would enjoy Road to Survival even if they’re not a core fan of the IP. A successful branded game needs to innovate in design and features to reach beyond the core and attract new fans. Social play and features are a big part of growth for a branded game as well. If you are a fan of the comics and download Road to Survival because it’s a Walking Dead game that’s great. If you then join an in-game faction and recruit a friend of yours who may only be a casual fan of the IP then you are able to create sustainable growth within the existing audience.

What’s the most important thing to keep in mind after a game releases

[Jamie] You can’t stand still. In our product features, in-game content and marketing, we are constantly telling consumers something new and exciting – and making the game a better experience today than it was the week before. It can be an all-new way to play with others like “Dice Duels” in Yahtzee with Buddies, or surprising new content like our current Telltale Games cross-over event in Walking Dead: Road to Survival. This enables us to be more effective marketers; engaging our current player base through CRM, and successfully attracting new players through advertising and social.

Steve WuTell us about the partnership between Scopely and Telltale Games. How did it come about

[Steve] If you’re a fan of great gaming, then you’re probably a fan of Telltale Games, and the entire Walking Dead: Road to Survival team are huge fans of Telltale’s Walking Dead series; so, for us it was an aspiration to collaborate with them after our launch. Fortunately we share the same partnership with Skybound Entertainment, who set up a conversation earlier this year where we could show them our concept for a mobile RPG that incorporated the entire cast of characters and storylines from the comic series. We are continuously expanding the game with new stories, missions, and characters, so it was a natural opportunity to expand on the stories of the Season 1 characters, and particularly Lee and Clementine.

How will the Telltale characters fit in to the Road to Survival world What will happen to them after January 31

[Steve] We’re launching our events with a special roadmap area that follows the Telltale storyline and gives players an opportunity to battle alongside iconic Telltale characters. These characters will all be playable recruits that players can earn through in-game events and will appear throughout the game as permanent additions to player rosters, fighting alongside other recruits in the Road to Survival world.

Will the Telltale characters include any special abilities that set them apart from existing ones

[Steve] Each Telltale character will have unique character stats, leader skills and Adrenaline Rushes that set them apart from existing characters in the game. Additionally, we are very excited to announce that Telltale characters will be the first characters ever to be released with our new Specialist ability which is a new, reactive set of skills that can trigger during combat based on certain conditions. These skills will greatly broaden the game’s depth and provide players with more options and considerations when putting together their teams

Does this event indicate future cross-overs between Telltale’s The Walking Dead and Road to Survival

[Steve] This cross-over event will evolve over the next 30 days as we release new story-driven missions and characters from Telltale’s Season 1. So far the fan reaction has been overwhelmingly positive, so possibly this leads to new collaborations in the future.

How will Scopely and Telltale promote this limited time event

[Steve] There is a huge community of Telltale fans who will be excited about the opportunity to go on a new adventure with Lee and Clementine, so we’re actively promoting with Skybound and Telltale across our range of social and community channels as well as aggressive promotion to our millions of current player via our CRM platform. To welcome all these new players, Scopely is giving away a “Lee” in game character to all of our new and existing players during this event.

Mattel Releases Christmas Season’s Wackiest Toy and Infomercial Combo

Crickets are eponymous for creeping people out and providing the soothing soundtrack for countless sleep-deprived nights each summer. Turns out, they’re mere existence is more meaningful and multifold, thanks to Mattel.

The toy manufacturing company has married nature with technology by releasing Bug Racer, a cricket-controlled car — and even paired it with a wacky infomercial to boot.

The car has sensors that track the motion of the cricket, steering it left or right depending on which side the insect scurries toward. Mattel describes the landmark day as “the first vehicle that puts real crickets behind the wheel.” The news immediately makes 16-year old drivers the second-most dangerous species in the world.

One thing is clear from the get-go: The toy car is a haven for crickets to be in their familiar habitat. It’s equipped with a living area, dining area for feedings and a magnified cockpit, making it more like a JW Marriott than an insect incarceration center.

Screen Shot 2015 12 10 at 4.13.40 PM

The masterminds at Mattel were even mindful to release an infomercial marketing the launch, where bug whisperer Jeffery X. Bugmann turns into a Billy Mays lookalike. Bugmann even pays homage to his middle name — and Dez Bryant — by throwing up the X before exclaiming “crickets are the ticket!”

“You’re trying to show people this really cool product, but you’re also trying to lampoon the infomercial. It’s a really fine line,” says Andrew Volpe, copywriter at Ayzenberg, who was tasked to bring Bugmann to life in the spot. (Editor’s note: [a]listdaily is the media arm of the Ayzenberg Group.)

Mattel certainly has built buzz around the improbable product and pitchman and validated its authenticity — it even made its TV debut on Fox News. The toy is an interesting concept that eliminates a controller and smart tech, and signals a change of directions for Mattel’s generally clear-cut campaigns.

“I just love the fact it’s getting all the chatter that it’s getting and it’s cool to get do so something that you would make in your spare time for fun,” says Volpe. “It’s been really exciting.”

As with most toys, insects are like batteries, and it’s not included with Bug Racer. But thanks to pet stores, you can buy crickets by the batches, or just retrieve them from your bushes.

If you’re truly blessed this holiday season, you might even have one gifted from the gardens of the Earnhardt family.

Showtime Steps Into Virtual Reality Ring Through Sweet Science

When underdog middleweight world titlist Daniel Jacobs shocked the boxing world by knocking out Peter Quillin in 85 seconds last Saturday, it not only was a watershed moment for the fighter, but for the sport, too.

The “Battle of Brooklyn” at the Barclays Center marked the first time a boxing match was released entirely in 360-degree virtual reality.

The bout – don’t blink – was a fight fans had been longing for. Turns out, the same could be said for the premium cable network and their VR efforts in the sweet science. Showtime had been exploring opportunities for content throughout the year, and realized that boxing would be the perfect match.

“We’re always looking to use new technologies to bring our fans closer to the content that they love,” Ken Todd, Showtime’s vice president of video strategy and emerging platform marketing, told [a]listdaily. “Since the boxing ring has a relatively small footprint, it makes it an ideal venue to use VR to get fans close to the action.”

The tech advancements not only offer fans an improved and immersive viewing experience, but it provides fighters footage of angles never seen before to study tape during training camp.

Todd and the team at Showtime plan to ramp-up marketing VR to sports fans, and subscribers moving forward. “Initially, we’re looking to reach the nexus of sports fans and 360 VR enthusiasts by maximizing our presence on the platforms that support the VR format,” he said. “YouTube and Facebook present a great opportunity, because we have a strong presence on both and our fans are already consuming and engaging with our content on these platforms.”

Showtime’s audience certainly approves. In 24 hours, they aggregated more than 1.75 million video views across platforms including the live telecast as well as Facebook and YouTube’s post-fight video offerings. The fight was also the talk of Twitter as the social media channel revealed it to be the most talked about cable TV show of the night, per Chris DeBlasio, Showtime’s vice president of communications.

Promotion company Premier Boxing Champions, who handles both Jacobs and Quillin, introduced several production advancements in the sport since debuting with TV programming this year to Showtime’s parent company CBS (and others) – specifically with a 360-degree, 32-camera array above the ring, along with referees and cornermen strapped with wearbale cameras to their head.

Showtime’s efforts in the VR space are only beginning, but it won’t be limited to just sports. Todd said they’re looking for additional opportunities to utilize VR in entertainment content, too. “The challenge is not to just create VR content because we can, but to identify the best content for the medium. Because we’re still in the infancy of VR, we plan to test and learn.”

Showtime has broadcasted pay per view fights featuring everyone from Mike Tyson to Floyd Mayweather over the last 30 years. Is streaming live fights in VR right around the corner? It’s an “exciting proposition,” Todd says.

That day will likely come in the future – along with the sport’s next big draw. In the meantime, Showtime can take credit for landing the first big punch in the sport’s VR arena.

Glu Mobile Gives Mobile Gaming Predictions for 2016

With games like Kim Kardashian: Hollywood and Deer Hunter, Glu Mobile remains one of the top mobile game companies of 2015. But with the ever-growing mobile gaming space, it will take a lot to get ahead as we move into the next year.

[a]listdaily recently spoke to Niccolo de Masi, Glu President, CEO & Chairman, for his thoughts on what mobile gaming may look like next year and beyond, especially considering emerging technologies like virtual reality.

niccolo de masiThe Great Consolidation

de Masi states that the mobile gaming industry has been going through a “maturation phase” that will continue throughout the next year. However, with the increasingly crowded market, it will be become harder for smaller companies to compete with ones that are Glu sized or larger, given what’s needed to ship a successful game. “There will be fewer big mobile game companies and fewer big mobile games.”

In addition to having a fun game, you need distribution solutions by either having a great IP or through aggressive marketing. The game also has to be fun enough to retain its users over a long term while monetizing that time, which requires a lot of analytics. At the same time, the success of existing games are elongated. For Glu, the biggest titles of 2014 continued being big in 2015.

Furthermore, “game companies aren’t just competing with other game companies on the Apple App Store any longer. They’re competing with all entertainment products.” These include non-gaming apps like Netflix, Facebook and even Yelp. They’re all competing for the consumer’s time on their phones, so game companies are increasingly describing themselves as technology companies and platforms. They have to in a world that has gone mobile.

As a result, mobile gaming will look increasingly like other entertainment industries like music, TV, books and movies over the next five years. There will be a lot of consolidation, with a handful of huge companies at the top, acquiring smaller ones, while small companies will try to put out breakthrough hits in hopes of being acquired. Very few companies will fall in between. “Activision’s purchase of King for $5.9 billion is a mark of things to come.”

Hollywood needs to get personal

Among the game predictions, de Masi states that we’re likely to see a mobile first-person shooter game (hopefully published by Glu) release in 2016 that will break $200 million in cumulative revenue across its lifetime, setting a high bar for both revenue and longevity.

Secondly, and perhaps more importantly, we’re likely to see celebrity themed game that will meet or surpass the success seen with Glu’s Kim Kardashian: Hollywood. Although Glu has published games based on movie franchises like James Bond, Mission Impossible and The Terminator, none have performed as well in 2015 as Kardashian, which is based on a person instead of a movie brand.

He describes this as the “personalization of media,” which will be an enduring trend, and “the future of Hollywood will increasingly be more about people than a third party brand.”

Virtual Reality and The Living Room Experience

Glu released Deer Hunter 2014 for the Samsung Gear VR, and is very confident about the technology’s growth. However, we probably won’t see big revenues come from VR in 2016, and the primary opportunities won’t be with the “thousand dollar, connect-to-the-PC experience.”

Instead, it will be with the $49-99 devices that you can use your phone with. Not only does its low cost make it more accessible, but it’s more compelling for people traveling on a train or plane, or even kids in the back of a car. As we see continuing hardware improvements over the next few years, we can look forward to Oculus Rift quality experiences dropping to a $99 price point or less. Momentum will continue to build up over the next few years, and de Masi predicts that we will see a hundred million devices on the market by 2020, instead of one million.

As for other technologies, de Masi states that smart watches “probably won’t sell as well as people think in 2016, and tablet sales will be flat.” Smartphones will remain the primary mobile gaming device, and “will remain the biggest revenue platform in 2016,” which will probably remain the same in 2017 and 2018.

Despite how primary focus will stay on phones for the foreseeable future, de Masi also talks about how companies like Apple and Google will continue to promote a “quad-screen experience” across their brands of phones, laptops, tablet and TVs. These companies are competing to for living room space, and are looking to different ways to push out the competition and become a single branded entertainment experience. Although devices like the Apple TV and Amazon Fire TV aren’t effective gaming platforms yet, “Glu is poised to expand by following them into the living room” when they are.

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Scoring High With ‘Rocket League’

Rocket League, a quirky game that combines the thrill of rocket boosted battle cars with the excitement of soccer, was one of 2015’s biggest unexpected hits. Independently developed by Psyonix as a sequel to 2008’s Supersonic Acrobatic Rocket-Powered Battle-Cars, the game saw incredible success, thanks in large part to being an exclusive free offering to subscribers on PlayStation Plus last July. It took off in a big way as a result, and millions of players have experienced the sheer veracity of what could be defined as “soccer with cars” on both PlayStation 4 and PC.

[a]listdaily recently talked to Psyonix’s director of development, Thomas Silloway, about Rocket League‘s success, and what’s in store as it zooms its way to Xbox One early next year.

Thomas SillowayRocket League turned out to be a far greater success than its similarly themed predecessor, Battle-Cars, and Silloway explained why. “Probably the biggest factor is just timing. It was the right time, we came out in the summer, PlayStation Plus, it just kind of got huge. There weren’t that many games coming out during that time period, so we think timing is the biggest reason. PlayStation Plus, getting that huge audience.”

Social network activity, discussions and online streamers also played a huge role. “[Gamers] just got really viral on YouTube and Reddit and everything, it just kind of built upon itself.”

As far as how Rocket League ended up being part of the PlayStation Plus program, Silloway stated, “I think it was a combination. We showed some interest, and Sony was interested, so we were able to work out a deal.”

Silloway also had plenty of say regarding the positive reaction behind the game. “It’s amazing. All of us are very humbled by the game. We’ve already had eight million players, and it’s done so much better than we’ve thought. And with the eSports ramping up, it’s a blast to watch, and we’re huge fans of the different eSports teams. It’s just really, really exciting, and we’ve got some cool things coming up next year as far as eSports, too.”

The game has seen a considerable amount of promotional content and updates, including the debut of the DeLorean from Back To the Future, just in time for the film’s 30th anniversary. More free and premium content is being planned for the game going into next year.

Finally, Silloway touched upon the game’s release on Xbox One. “We hope that the success of the PS4 and PC versions will help build up the audience for Xbox, and get people hyped up for it.”

Mobile, Touch-Screen Devices Join the ESports Party

SANTA ANA, Calif. — Nearly one year to the date in which Ben Watley discovered Vainglory and fell into its rabbit hole, he finds himself playing the game to a chorus of “oohs” and “ahhs” and reverberating claps from the thunder sticks in front of close to a hundred people in the eSports Arena.

His passion for the game has compounded into competition where he transforms into his gaming alter-ego “FooJee” as part of his co-owned team GankStars. Watley has travelled from San Francisco to take part in the game’s first ever North American tournament. His team is one of the top-eight that made the cut from the 650 applicants, with the winner earning $10,000.

It’s the first week of December, and Watley is passing out cardboard cutouts bearing his bearded face in a Santa hat to teenaged boys who hold it unwaveringly. For the 28 year-old seasoned tournament video game player, it might as well be Christmas morning.

In August, Watley, a former manager at Apple, turned to video games as a legitimate, full-time profession, a decision his wife Kirsten supports. But first, he and his two teammates, one who’s just 14, are hunched controlling a hero to shatter a giant crystal called the Vain in the center of the enemy team’s base. A commentary crew calls the action with the kind of fervor that you’d expect in a pay per view boxing match. Tens of thousands more are watching live online via Twitch.

“Ive always loved games, and the way they’ve engaged me and challenged me intellectually,” Watley said. “I see so much opportunity here, and I love eSports. This is a movement.”

Screen Shot 2015 12 08 at 1.01.07 PM“I’m amazed by the turnout and the excitement here,” said Paul Ward, CEO of the eSports Arena. “This is the kind of event that opens the doors for others. The gaming culture has turned into popular culture.”

Watley, who’s team ended placing third and winning $1,500, is part of a larger eSports movement, specifically in the realm of mobile where the players are the tastemakers and influencers of the touch-screen generation. The eSports market is currently worth $747 million, according to SuperData Research, and it’s expected to grow 150 percent by 2018.

Enter companies like Super Evil Megacorp, who’re using smartphone-and-tablet exclusive games like Vainglory to make events for the masses more relatable, and inviting more people to be a part of the experience.

“There is a lot of promise to this kind of gaming environment. It’s accessible, more people have the devices, it’s more relatable, it’s in some ways more intuitive and learnable,” said Kristian Segerstrale, COO and executive director of Super Evil Megacorp. “One of the main driving reasons behind the game was that we felt like the touch-screen generation deserves the experiences and immersive franchises that (the previous generation) grew up on PC.”

Segerstrale says there will be nearly 3 billion touchscreens that will be capable of playing mobile games by the end of next year, compared to the estimated 700 to 800 million gaming PCs in the world.

“There’s a lot of promise in the touch-screen, competitive gaming industry,” Segerstrale, 38, says. “We grew up as PC gamers and want to replicate that experience. You can come together at any time as a team. Plus, you can see the player’s faces as they’re not obstructed by a monitor. There’s a human connection.”

Segerstrale describes the Vainglory community as an incredible, meaningful, long-lasting garden that’s continually tended. The game is not the type where you play for a couple of minutes for instant gratification, tap-to-win and log off. “We don’t really market the game, and don’t do TV advertisements or traditional user acquisition. We work with our community and help them find each other.”

Saw shooting at Kraken at the Vain crystal

It seems to be working. Sponsors like Amazon, Nvidia and Plantronics were out in full force for the tournament, held Dec. 4 to Dec. 6. (Liberation X defeated Nemesis Hydra for the $10,000 prize.) In November, the game was the No. 1 downloaded app in China for 10 consecutive days upon its Asiatic release, and in September, there were over one million unique users on Twitch, Segerstrale says.

The eSports market is an untapped one largely because developers have not realized the full potential of mobile. “It’s in the baby steps of becoming something gargantuan,” Watley said. “Once people learn to accept it, the obstacles are only what we make them. It’s just how fast technology can progress.”

“We’ve been blown away by how quickly the competitive scene has grown,” adds Segerstrale. “We were expecting to quietly grow in the community, and nurturing it over time. The growth has manifested itself in multiple ways as professional eSports organizations are getting involved. Another is sponsors who help fund events and teams. It offers legitimacy because a lot of the wonder: is this really a thing.”

Ward certainly thinks it’s a thing. He and a group of friends took the idea of an eSports facility that was three years in the making and opened a 15,000-sqaure foot red-brick building two months ago in Santa Ana.

“ESports is a key demographic for advertisers because players are hyper engaged and are early adopters and brands from big to small are noticing that,” said Ward. “If a brand associates with their community and their culture, gamers will have an affinity for them. It’s a very unique way to get in contact with potential customers.”

Ward, who once ran 200-person tournaments in college, says the last two months has “exceeded all of our expectations.” They’re already looking into bringing the big-venue feel that’s a throwback to the old-school land centers by expanding into locations in Austin, Chicago, Seattle and the Bay Area.

“We want to create a space where players, brands and game companies can come together and create a gaming community and culture around eSports,” said Ward. “We never wanted to replace the at-home gaming experience. We don’t think we can. We also know that we aren’t going to be a massive venue like the Staples Center. But we think there’s a lot of opportunities in between. It’s a unique platform for competition and expansion, and we’re very accessible.”

Segerstrale predicts a forward-thinking mobile game company will emerge in the next few years that will be three-to-five times the size from the biggest PC franchises. Can the one-year old Vainglory accomplish that

“We’re still in our humble infancy,” said Segerstrale. “We’re still babies when it comes to all of this. We’re learning. We’re really excited about the rapid growth of our garden.”

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Kristian Segerstrale (far right) presents Liberation X with the grand prize.

How Razer’s Partnership with Lenovo Ups Both Their Games

Razer is one of the biggest brand names in high-end gaming peripherals and equipment, while Lenovo is one of the top PC manufacturers in the world. The two recently announced a partnership to combine their strengths and develop a co-branded and co-marketed Razer Edition gaming systems based on the Lenovo Y series.

Lenovo’s Victor Rios has talked to [a]listdaily about the partnership, stating that “Razer has earned the respect and admiration of millions in the global gaming community.”

Now [a]listdaily speaks to Kevin Sather, Director of Systems Marketing at Razer, to further understand how this partnership enhances both companies.

KevinS RazerHow did Razer reach a partnership with Lenovo

Lenovo is a global technology leader and the number one PC maker. Their expertise in PC technology, supply chain, and manufacturing compliment Razer’s strengths, focus, and dedication to the PC gamer.

In what ways will the Razer brand and expertise enhance Lenovo’s products

Razer is a world leading lifestyle gamer brand specializing in connected devices and software for gamers, with 10 years of experience in the space. This strategic partnership to co-brand and co-market new special Razer Editions of Lenovo’s Y series gaming devices opens the door for future collaboration, including the potential to co-develop devices as well as cross-channel opportunities in the future to deliver the most immersive gaming experiences to gamers worldwide

How will this partnership expand the Razer brand to a broader audience

Lenovo is a technology leader and the number one PC maker, with a global “innovation triangle” which enables it to tap into global talent with major research centers in the U.S., China and Japan. There are over one billion gamers in the world, and they’ll be getting the best of both worlds, enjoying the combination of Lenovo’s hardware capabilities and performance of the Y Series devices, and Razer’s immersive connected technology and gamer focused expertise.

Razer has its own line of gaming systems, such as the Razer Blade. How will these co-branded systems fit in with that line-up

Each company will continue to produce and market their respective lines of gaming devices. The partnership is focused on combining the best elements of both brands into co-branded products that will be marketed as “Razer Edition” versions of Y Series devices.

How will Lenovo Y Series Razer Edition gaming systems be promoted

At first, it’ll be through our social channels. That’s part of the reason this was announced at DreamHack in Sweden. We wanted to show a prototype of a Lenovo Y Series Razer Edition desktop to an audience that is PC heavy. DreamHack was an ideal venue to share the news and show off the device, not only for those in attendance in Sweden, but gamers worldwide watching via live streams. We are excited to be able to share the products that will be born out of this partnership with our loyal fans all over the world. We create solutions for gamers, by gamers, and these new co-branded products will adhere to that core value.

How Capcom Unleashed ‘Street Fighter V’ at the PlayStation Experience

No fighting game is more recognizable than the Street Fighter series. The upcoming Street Fighter V will be a PlayStation 4 and PC exclusive, making the recent PlayStation Experience the best venue for hosting the Capcom Cup 2015 — the culmination of the Capcom Pro Tour — an eSports event where pro-gamers go head-to-head in Street Fighter IV for cash prizes.

The PlayStation Experience is also where exciting announcements are made, including the reveal of Street Fighter V itself last year. This year’s keynote revealed Capcom’s plan to release characters for its the upcoming game, but the characters can also be unlocked from in-game.

[a]listdaily talks to Matt Dahlgren, Capcom’s Director of Brand Marketing, from the PlayStation Experience floor to find out more about what’s in store for the famed fighting franchise.

You’re hosting the Capcom Cup 2015 at PlayStation Experience. How does it feel to collaborate with Sony on the event

Absolutely exceptional. We have the benefit of running Capcom Cup that Sony did its keynote on. It looks fantastic. I’m sure there are a lot of PlayStation fans who didn’t know about competitive Street Fighter, who are getting exposed to it here. So, we’re very excited to partner up.

Capcom Cup 2015

How do you see Street Fighter V’s future as an eSport

I think we’re on the up-and-up, and the next two to three years are going to be very exciting for fighting game fans. This is now the second season of the Capcom Pro Tour. We’ve achieved almost 200 percent growth over the previous season, and all of this was done with a game that’s been out for six or seven years [Ultra Street Fighter IV]. Street Fighter V comes out February 16th, and I think that will bring a whole influx of brand new players into the scene. We have a solid strategy with the Capcom Pro Tour and a great partnership with Sony. I think all of that is going to work together.

How did you come up with the idea of having a season pass featuring characters that can be unlocked for free

We drew inspiration from popular MOBAs out there. We were also looking at how we handled content delivery in the past. Previously, we put everything together for a compilation package. We’d rebalance the game and have a bunch of characters all thrown together. While that served its purpose, it had a lot of downsides. If you took a break from playing for a few years, you’d have to purchase DLC to play alongside the largest player base. You couldn’t pick and choose what content you wanted.

So, we’ve basically thrown that out the window and come up with a new model. It’s more about engagement. Now characters are going to be continually developed and released once they’re finished, which should be every few months, so there’s always new content right around the corner. Additionally, you’ll be able to earn in-game currency just by playing, which will enable you to earn the post-launch character content free of charge.

It’s a lot more player friendly, and I think our fans are going to love it. You can take a break for a few years, you’ll still have all the characters that you own, and you’ll play with all the latest balance adjustments and the largest player pool.

What kind of marketing push can we expect for Street Fighter V

This is going to be the largest marketing push in Street Fighter history, with television, online, and everything we can think of. We’ve got a great product on our hands, and we want to make sure everyone knows it’s coming out. Very excited for this coming February.

 

How Lenovo and Razer Are Teaming Up For a Big Win

Lenovo is an industry leader in manufacturing computer systems for a variety of uses, including high-end video gaming. So, it seemed like the perfect match when it announced a partnership with Razer at Dreamhack 2015 to co-brand and co-market gaming system. Lenovo’s manufacturing expertise and distribution channels combines with Razer’s immersive gaming technology to create Razer Edition models of Lenovo’s Y series gaming devices.

Victor Rios, Vice President and General Manager of Workstation BU and Gaming and Industry Solutions at Lenovo is quoted as saying, “We are thrilled to partner with Razer… we bring to the table our engineering expertise, design muscle and scale, Razer adds in the finesse and experience of serving the gaming community for the last decade. We believe our partnership is a strong first step that will lead to the delivery of winning PC gaming solutions and a brand new experience to our customers.”

Victor Rios Executive Quote Graphic 1600x900[a]listdaily spoke to Rios, to find out more about how this partnership will bring gaming technology to a new level.

Victor Rios 9466How did the partnership between Lenovo and Razer come together

We are partnering with Razer to deliver a better, more immersive gaming experience for people around the world. Our expertise in engineering, design and unrivaled scale combined with Razer’s deep experience in having served the global gaming community over the last decade will create new gaming experiences. We are starting with the new Lenovo Y series Razer Edition devices and it’s only going to get more exciting in the months to come.

In what ways will the Razer brand and expertise enhance Lenovo’s products How will this partnership expand the Lenovo and Razer brands to a broader audience

Over the last decade, Razer has earned the respect and admiration of millions in the global gaming community. Through Razer’s unique insights into hardcore and core gamers, we’ll be able to better understand their needs and motivations to foster future product development.

We believe gamers will really get the best of both worlds out of this partnership. They’ll get our hardware expertise and high performance of the current Y series gaming devices on top of Razer’s instantly recognizable brand accents and immersive connected technology.

How will you be promoting the Lenovo Razer Edition gaming systems

We unveiled the first fruit of our labor at DreamHack, a Lenovo Y Series Razer Edition gaming desktop. We’ll be launching this at CES in Las Vegas and stay tuned for more products to come.