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November 30, 2016

Review: Party Hard Go

Party Hard Go casts you as a man who simply wants get some sleep but can’t due to those darned meddling kids and their parties. So like any reasonable individual you don a mask and stab the *expletive* out of them… before murdering your way across the US after that because why not? [Sounds like the plot of Rambo - ED] Honestly before we get into the meat of this review I’d like to cover one of Party Hard’s most glaring weak points. The game’s story is really quite poor with an end reveal that feels like it belongs in a low budget action B-movie [Like Rambo! -ED]. Sub par voice acting doesn’t help the bad writing either.

It's not quite Resident Evil“You were almost a Jill sandwich” bad but it's up there.

Screenshot 2016 11 10 23 22 33

Upon its release I heard a lot comparisons made between Party Hard Go and Hotline Miami, Devolver Digital's own __game about a masked psychopath, and you don’t really have to look far to see the similarities. Both task you with clearing out maps full of enemies to the beat of EDM/dance music whilst primary colours and neon lights assault your senses. But whilst Hotline Miami has you murdering and trading bullets with people who are just as eager to kill you the party goers in Party Hard are far more likely to run and call the police than actually fight back. At first I assumed that meant I’d have to stealth my way through each map like a __game of 2D, top-down Hitman where everyone is your target. I spent literal minutes stalking targets, waiting for people to split off from the group and dumping their bodies out of sight.

I have to admit that at first I really wasn’t having all that much fun in what seemed to me to just be a poor man’s stealth game. But then after failing a particular level numerous times I decided to just start cutting my way through entire rooms of people and that’s when it really clicked. You aren’t Agent 47 or Sam Fisher - they can keep their patience and methodical killing. You’re a spree killer looking to (literally) paint the walls red, it doesn’t matter if people see you introduce Mr Knife to someone’s spine as long they meet him too. While the only objective in game is to kill everyone in sight there is also a scoring system which judges you on things such as combos and methods of killing. Speaking of killing methods all of the levels are littered with “traps” which are parts of the environment you can interact with that kill people. These can be anything from a bookcase you rig to fall on someone to a speaker you set to explode, to a bear traps people can walk into. Traps are a good way to rack up kills without detection and they’re also the only way to kill police.

Screenshot 2016 11 23 16 47 41

In this universe’s version of the United States your average lawman shares a lot more similarities with Judge Dredd than with his fellow man. For one thing they're all thoroughly knife proof (trust me I tried) and attempting to pick them off via conventional means is simply a fast track to getting arrested. So instead you can either kill them using the aforementioned traps or evade them long enough that they give up the chase and drive off. More often than not I chose the second option because you can still murder while on the run but taking the time to kill police officers does give you a nice, hefty point boost. Most times other emergency services will be called to put out fires or collect bodies and I was a little saddened by the fact that interaction with them is practically non-existent and just like Johnny Law trying to kill them through conventional means is a pointless endeavour. Additionally the phone party goers use to call the police can also be used by you to essentially call a wild card element into the level. I’ve seen everything from a crazed dealer to aliens as a result of my call.

Party Hard Go also features five killers who have a range of different abilities. For instance besides our masked main character we have the ninja (none of them are ever named) who can hide whilst still and comes equipped with a sword and smoke bombs. The downside to him though is that people are fearful on sight and will call the police immediately. So expect to be dodging around the cops a fair amount if you choose this guy. There’s also the dude with the chainsaw who doesn’t sprint but has the ability to go on a rampage and wipe out whole rooms in an instant. He will have to kneel and rest for a second afterwards though, all that murderin' tires one out. While I personally believe the first killer is the most fun it’s nice to have a choice and the other archetypes present are fun enough.

Screenshot 2016 11 10 23 24 23

Lastly we have the one aspect of Party Hard Go that holds it back from excellence in my view: the controls. You have the choice of two options, the first is a system where you tap to the screen and double tap to sprint or use whatever ability you have in place of that. The second is a virtual control scheme in which the controls are displayed on screen. Frankly neither work that well in my opinion. The former is imprecise and has a less than stellar rate of response for when I attempted to sprint somewhere. While I definitely prefer the later the thumbstick on the left doesn’t work very well as it tends to slip out from underneath my thumb. The issues with both of these are compounded by the fact that as I mentioned earlier police seem to have a radius around them that acts like a tractor beam.

At the end of the day Party Hard Go is a game I really do wish I could give a glowing five stars. My complaints are either minor or things that could easily be fixed in a patch or two. If you’re a big fan of Devolver Digital then there’s a good chance you’ve already picked this up and if you haven’t then I highly recommend that you do.

November 29, 2016

Review: Elexi

Word games exist at a very important intersection between entertainment and education. They serve a great purpose–helping to develop ones vocabulary in the name of fun. I love word games and learned to play games like Scrabble and Boggle at a very young age. The rise of mobile gaming brought a ton of word games to both the App and Google Play stores. Both have "Word" categories to house the myriad of options. I've tried a great many of these games and let's just say some are better than others. Today's review is about a relatively recent iOS word __game called Elexi. 

GAMEPLAY 

Discard

Elexi is a letter-arrangement __game where you create words from a game board full of lettered tiles. Where they lie on the board doesn't matter, they don't have to be touching and you can choose them in any order. Each letter has a point value and less common letters are worth more points. The longer the word, the more points you earn. Pretty standard stuff. 

Once you choose a word you are forced to discard a letter you used to form that word. The letter is exiled from the board, never to return…at least not in that game. The rest of the letters used to spell your word go into a cooldown mode for a number of turns indicated by the number in the center tile of the game board. Those letters are greyed out and a number appears in the upper-left corner of the tile to indicate how many turns it has to sit in a timeout. You could have letters cooling down from several recent turns. 

There are three different modes of play Elimination, Endurance, and Endless. (As a quick aside: I really appreciate the alliteration here—I'm assuming it was intentional—it's very appropriate for a word game.) The goal of Elimination mode is to create as many words as you can and really run up the score before all of the letters are gone. You earn bonuses for leaving as few letters as possible at the end of the game. The minimum word size is two letters, however, so you'll always end with one leftover. You'll also earn a bonus for using all available letters on any given turn, which of course becomes much easier as the game goes on. 

Endurance

In Endurance mode levels join points as a gauge of progress. You increase in level when you create a word that is worth more points than the current level target. So if your target is 125 you must create a word worth 125 or more points. It gets much harder as you level up, of course. When you gain a level you also get new letters to play with. Rather than leaving a gaping hole in the board, when you discard a letter after leveling the discarded letter is replaced by the next of three alternates sitting in a queue at the top of the screen. Since you know what is coming, you have the opportunity to make suitable swaps—a vowel for a vowel for example. Games go longer in endurance mode, but this extra wrinkle makes them all the more interesting. 

Endless mode has no levels and no scores. The game will never end unless you quit and the goal is to continually seek words to break your high-word score record (Elexi maintains different word records for each mode). Discarded letters are replaced in the same manner as in endurance mode, so there is a queue at the top of your screen to work off of. There is also a countdown timer that reduces by one whenever a word is played. Once the timer hits zero the next word you play will cause all letters on the board and not in cooldown to be replaced with new letters. In this manner, the game keeps on rolling along. You can also play "express" games in each of the three modes. Express games have a smaller board and no cooldown.

There is no countdown timer when played in endless mode, so letters are just replaced as they are played. 

OTHER STUFF 

AlternativeElexi offers some visual customization for those that want to play around. You can play around with tile shape (five options), style (three options), and color scheme (six options). Maybe I'm just not that adventurous enough, but I like the default versions, although the notched tile shape is pretty cool. Some of the color options are a bit distracting in my opinion, but to each their own. 

The music is various piano compositions, which are fine for background, though I prefer my own music. Therein lies a problem. When muting the game's music and listening to my own, or a book or podcast, Elexi lowers the volume while the game is open. This happens with a lot of games these days—it might be related to iOS 10, or I started noticing it more when I updated anyway— and is a big pet peeve of mine. I often like to play this type of game while listening to something else and having to increase the volume and then decrease it again later is a bit annoying. 

THE VERDICT 

Elexi goes beyond word-game status and takes a step or two into tactical gaming territory. You aren't just finding the biggest, most valuable words—you're making game-altering decisions on each and every turn. Those decisions vary depending on the mode of play. What letters can you discard and live without later in the game? What words can you make next turn given all of the tiles that will be cooling down? What opportunities open up later given the queue of letters that will swap in?

These decisions add up to create a game that will challenge both your vocabulary and tactical prowess. 

Elexi isn't going to suck you in such that you look up and wonder where the time has gone, and you probably won't kill an evening playing it, but it is a good five-minute game. While you can't really finish a game in five minutes—other than perhaps in express games—you can make significant progress and very easily pick up where you left off later. This makes it a solid choice while waiting somewhere for something, or while pretending to care what your relations are saying during an awkward holiday gathering. 

Lensflare Games has managed to create a word game that is familiar enough to jump right in and play, but different enough to not feel like you're moving over the same well-trod ground. If you enjoy word games and honing your vocabulary now and again, Elexi certainly deserves your consideration. 

November 28, 2016

News By Numbers - November 28th, 2016

Welcome to News by Numbers, where we highlight some of the can't-miss mobile gaming news each week.

Lost Portal: version 1.1.1

It's no secret how much I like Lost Portal. The next update for this excellent Magic-like role-playing __game has been submitted to Apple and is due any day now. It adds some small tutorials to walk you through the different screens of the __game as well as a way to edit player details—portrait, color affinity, name, and difficulty level—after a game has started. The biggest deal there, at least from my perspective, is being able to increase the difficulty setting once you've got enough cards to make more competitive decks. Lost Portal is available on iOS and is absolutely worthy of your time and money.

VictoryImage

Demon's Rise 2: 2 new characters

Demon's Rise 2 was released earlier this month. A fast-following update brought two new character classes to the game late last week. The Feral Ogre is a big, brutal, tank type that looks like it could give my boy Garn Bloodtooth a run for his money. Tenaclid Overmind is, well, I guess a Mind Flayer with face tentacles and mind-control powers. I do enjoy stun effects…looks like I'll need to start an alternate game. Good thing there are twenty-four save slots.

If you want to know more about Demon's Rise 2 I just reviewed it.

Feral Ogre

The Walking Dead: Volume 3

Telltale's third season of the popular Walking Dead game series is called A New Frontier and will be released on December 10. The game will put you in control of Javier, new character trying to hold his family together in a the post-apocalyptic world as well as a teenage survivor named Clememtine, who must fight to protect her own family. With this version, both iOS and Android versions will drop the same day and will cost $4.99.

Hades' Star: iPhone 5, iPad 4, Android 4.0.3 (or higher)

I first mentioned Hades' Star in this column back in October. It is a very promising mobile MMO where you colonize planets, build your economic and military might, and expand ever outward. There is a strong social component as well, both cooperative and competitive. The game is now entering alpha testing and looking for testers. If you're interested in making this one great go here to sign up. To find out more about the game head here.

Hades Star again

Sony: 6 Playstation games

Nintendo is not the only console-game company eyeing the mobile platform. Based on information from Takashi Mochizuki, a Wall Street Journal tech reporter based in Tokyo, Sony is looking to bring up to six Playstation games to iOS and Android by March of 2018 for the US market (likely sooner in Japan). Sony plans to announce the first of their mobile games, and the companies it will partner with to develop them, on December 7th.

Strike Team: 12 different space marines

Speaking of Demon's Rise 2, the developer, Wave Light Games, is currently working on a new turn-based tactical RPG. It is inspired by XCOM and will have a sci-fi flavor, rather than fantasy. You will select a crew of space marines from twelve different options. Your team is aboard a ship that has responded to a distress call. A disabled battleship is the lone survivor of a fight with an alien fleet and needs help fast. Like the Demon's Rise games, Strike Team will also be tactics heavy and make use of the morale system and terrain effects (like cover). The focus will be on action points for movement, attacks, and other abilities. Strike Team will be a premium game and should be out around Q2 of 2017.

Strike Team

Ragelaw: 16 story missions

Pascal from OrangePixel Games, maker of Space Grunts, is hard at work on a new game. Rageclaw is an open-world adventure game set in a world inspired by Mad Max. In addition to up to sixteen missions that advance the primary story line, Ragelaw will include all kinds of sub-missions as you explore the world. The example Pascal provided in this dev update is "you find a garage, you enter it, it will offer you to fix your car or build you a new one from scraps. Your mission: find enough scraps." Pascal is creating Rageclaw in part for busy gamers. He says it will be perfect for short bursts of gaming and confirmed for me that it will certainly be possible to make progress, and die in battle, in under five minutes.

Jade Golem

Hearthstone: Jade Golems

Ok, not really infinite, but you could end up with a whole bunch of very large creatures with Hearthstone's latest build-around-me mechanic. The Jade Lotus gang is joining the game as part of the Mean Streets of Gadgetzan expansion and their leader, Aya Blackpaw, has built an army of Jade Golems. This is represented in the game by a bunch of cards that summon a Jade Golem. The most interesting thing about the mechanic is that each summoned golem improves upon the last, getting a +1/+1 stat bump over its predecessor. It permanently changes the numbers so the army of golems is not vulnerable to silence effects.

That's it for this edition of News by Numbers. If you've got a news item worth sharing send it our way to Nick's Twitter account, @MrVigabool and it may show up in a future edition.

November 25, 2016

Out Now: Broken Wishbone Edition

Whether you spent yesterday in a tryptophan coma, ladling out mashed potatoes for the homeless, getting hypothermia at Standing Rock, or somewhere outside the United States wondering what on earth I'm talking about, I hope you had a good 24th of November. "Gunpowder, treason, and plot," and all that... no, wait, that's a different national holiday. It's been a slow week for new releases, probably because few devs want to go head-to-head with Black Friday sales, even though games are not a commodity.

So, what do we have this week? A Scandinavian retro adventure game, a Hearthstone clone, Microsoft Solitaire, and a Dungelot-alike that I skipped over last week.

Photo Nov 24 9 22 56 PM

Yeah, I suppose you do have to explain what a phonebook does nowadays.

Kathy Rain

Kathy Rain is an adventure __game in the late-VGA style about a slacker college student who starts unearthing her hometown's dark secrets after the death of her grandfather draws her out of the party life. If you're looking for a retro-adventure or a mystery game, Kathy Rain will hit the spot, but it didn't hook me. Kathy's punk attitude and effortlessly perfect makeup feel cliche to me, and while the writing's not bad, it also felt predictable. Perhaps the true measure of the __game is that it left me wanting to replay The Shivah, or maybe Blackwell Legacy.

You can bring Kathy in out of the rain on iOS or Android.

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After I clear this dungeon, I'm taking my haul to the mall to buy a better sports bra and an actual shirt!

Dungeon Journey: Source of Evil

I came across Dungeon Journey when I'd nearly finished writing last week's post, and, after a glance, threw it back. My first reaction may have been correct. Dungeon Journey is very similar to Dungelot, but lacks that game's charm. The style is "grittier" but not terribly coherent, and the most significant mechanical difference is that when you attack enemies, they shoot a fireball back at you and you have to tap your character's portrait at just the right time to block for half damage. I'll admit I have a bias: I hate it when twitchy challenges are wedged into basically turn-based games, and the blocking mechanic in Dungeon Journey felt entirely gratuitous to me.

If you're dying for more Dungelot, you can give Dungeon Journey a try on iOS or Android.

Photo Nov 24 11 58 38 PM

Aaaaargh! It's a Monty Python reference! Run away!

Drakenlords

It might be unfair to call Drakenlords a Hearthstone clone, but if you've played Hearthstone you'll know exactly what to expect here. The art style is less flashy, heroes are customizable and gain new options (but not "base stats") as they level up, there's a lot of emphasis on tap-to-activate card abilities (one of those M:TG details Hearthstone simplified out of the game), and there's a substantial, free, single player campaign... but pretty much everything else is like Blizzard's CCG. This does mean that Drakenlords has straightforward per-pack pricing without any timers, multipliers, or other shenanigans. There one additional option: selected individual cards (that support each other) are offered on a daily basis, and they're surprisingly expensive: wanna pay $10 for the "Epic" card du jour? It combos well with the $4 "Rare" and $20 "Legendary" cards also available today!

A Hearthstone by another name might be more AD&D: Drakenlords is available on iOS and Android.

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Umm... yay?

Microsoft Solitaire Collection

Yes, that Microsoft. Yes, that solitaire. Yes, it's pretty much exactly you remember it, though we didn't have five game modes and daily challenges back in 1998. Even the monetization won't surprise you if you've played Solitaire on Windows 10: the game is add-supported, but a subscription removes the adds and allows you to start games with cheat-y bonuses. You get a free month of "Premium Edition" when you install the game, after that it's $2/month. I think there's also a $10/year subscription but I haven't been able to confirm that.

If your memories of Microsoft Solitaire are more "fuzzy slippers" than "hair shirt," you can Klondike it up on iOS or Android.

I also took a look at World of Dungeons this week, but that game goes all-in on FTP monetization, so I decided to spare us all and give it a pass.

November 24, 2016

The seven rules of monetisation design Related Articles Comments Login to to leave a comment Or click here to register Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Oscar Clark has been a pioneer in online, mobile, and console social games services since 1998. He is also author of the book, Games As A Service – How Free To Play Design Can Make Better Games.

Oscar Clark is an evangelist at Unity Technologies and co-founder at Rocket Lolly Games.

Making games used to be straight forward.

We only had to think about the __game experience and whether what we have made was fun.

However, since the rise of digital distribution and especially Free-to-play, every designer has to also think about commercial issues – even if in the end they reject the idea of making money.

In this article we will look at the seven rules of monetisation.

Click on the link below to learn about the first rule of monetisation: Utility.

This was part of the MGU course Mobile Games University: Monetisation Design. For more articles in this course click here.


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This video is unavailable. Why is eSports and game streaming so popular?

FunPlus' King of Avalon surges to the summit of the US App Store top grossing charts Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

FunPlus' strategy title King of Avalon: Dragon Warfare has topped the iPhone top grossing charts in the US for the first time.

The San Francisco and Beijing-based firm launched the __game in partnership with King's Group Studio through its PublishingPlus program on July 14th.

But its impact wasn't immediate, failing to enter the top 50 grossing until September 30th, according to App Annie. In fact, on November 7th the title had dropped to as low as 1,422nd.

Out of nowhere

But by November 17th it had surged to the summit of the top grossing charts, remaining there until the 19th. And after a blip on the 20th, at the time of writing, King of Avalon is on top once again.

The King of Avalon grossing position from launch to November 23rd

King of Avalon's sudden success has put it above other smash hit mobile games such as Mobile Strike, Pokemon GO and Clash Royale. It remains to be seen if it could stay in the upper echelons of the top grossing charts for the long-term, however.

FunPlus has said that the __game is being supported with "its most aggressive marketing campaign to date," recruting Kristian Nairn - best known as Hodor from Game of Thrones - as the face of the game.

Google set to launch a new Google Play Indie Games Contest for European developers Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Update: A spokesperson for Google has said the submission form for the contest will be available later this week. We've updated the article to reflect the change.

Original story: A new Google Play Indie Games Contest is to launch in Europe to give developers a shot at giving their __game a promotional boost.

Up to 20 finalists will get the chance to showcase their games at an event at the Saatchi Gallery in London on February 16th 2017. During that event, the top 10 games will be chosen by attendees and the Google Play team.

The developers of those titles will then pitch their games to a panel of industry experts, who will choose the final winner and runners up.

The finalists and winners stand to receive a YouTube influencer campaign worth up to €100,000, premium placements on Google Play, tickets to Google I/O 2017, support for promotions on other Google channels and more.

Mobile play

Teams entering the contest must have 15 or less full-time employees and have published a new __game on Google Play after January 1st 2016. Developers who are planning to release a new game soon can also enter by submitting a private beta.

Eligible countries for the contest are Czech Republic, Denmark, Finland, France, Germany, Iceland, Israel, Netherlands, Norway, Poland, Romania, Spain, Sweden, Turkey and UK.

Submissions for the Google Play Indie Games Contest close on December 31st 2016.

The competition is part of Google’s plan to help bring attention to the wide amount of indie games on the Google Play Store.

In the past year, it has launched the Indie Corner on the marketplace to highlight titles made by small teams and it has also hosted Google Play Indie Games Festivals in North America and South Korea.

You can find out more about the Google Play Indie Games Contest on the official website.


Top 10 mobile game developers to watch in 2013 Related Articles Comments Login to to leave a comment Or click here to register Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Over the past four days - and with the top 10 still to follow on Monday - we've been counted down the companies we consider to be the best in the mobile gaming industry.

Of course, all such lists are - to a degree - subjective.

If we had the information, we could generate a top 50 in terms of total downloads, daily active users, or sales and profitability etc. Yet the comparative ease of ranking such information - if it were available - would make such a list lifeless and generic.

Instead, as we consider it, the strength of PocketGamer.biz's annual top 50 is the combination of hard and soft information.

What's next?

Even so, as the big corporations come into mobile games, the top 50 is becoming more centred around financial success.

So while there's always the opportunity for small indies to hit a home run - Imangi Studios being this year's great example (indeed it featured in 2012's 10 to Watch) - our rankings, as the App Store, will become less dynamic

And that's where our 10 To Watch list comes into play.

Not as rigorously compiled as the main list, it's a personal view of companies I've followed in the mobile gaming space - ones I think have the potential to make it big this year.

It's not meant to be exhaustive, companies can only appear on the list for one year, and it's not a comparative rank - merely alphabetic.

It's also worth pointing out there are plenty more companies who could fit into this definition. To that extent, this is a subset of developers, while the point of the top 50 is that it's the set.


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Latam Mobile Summit 2017 Comments Login to to leave a comment Or click here to register Events News Events Games Industry Jobs Top Stories Popular Stories Latest User Comments PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Webinar: The Seven Rules Of Monetisation Design Comments Login to to leave a comment Or click here to register Events News Events Games Industry Jobs Top Stories Popular Stories Latest User Comments PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Top 50 Developers 2015 Related Articles Comments Login to to leave a comment Or click here to register Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Welcome to PocketGamer.biz's Top 50 developer list for 2015, which is sponsored by mobile advertising platform Supersonic and developer, publisher and tools company Chukong Technologies. 

Now in its sixth year, it's becoming harder to recall those days when the iPhone 3GS was the only serious gaming device available.

Clearly, there have been a lot of changes since then; something the list reflects in both obvious and more subtle ways.

For example, our list is now truly global, demonstrating you can find world-beating mobile __game developers everywhere from Helsinki, Tokyo, San Francisco, London, Seoul and Shanghai to less well known cities like Karlsruhe and Aarhus.

We're everywhere

A more subtle change is the maturing of the market.

With mobile __game revenues in 2014 estimated to be $25 billion, it's clear that the early days of high growth are over. Instead, in future, developers will be competing for slices of a relatively fixed pie.

And much of that pie is already claimed by companies with annual sales of more than $1 billion. 

That's not to say that new games and new entrants can't shake up the system, however. As demonstrated in Japan and China, radical change is always possible.

Nevertheless, in this year's list, we're focused less on headline financials, and more of the quality of games; something that in future will only become a more important part of exciting the mobile gamer.

And, after all, that should be the starting point for every game.

Click here to view the list »

Sony's mobile studio ForwardWorks preparing to unveil its first games on December 7th Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Sony ForwardWorks may be preparing to announce its first mobile games and partnerships on December 7th.

This is according to a tweet from the Wall Street Journal's technology reporter Takashi Mochizuki. The tweet simply states that Sony will make the announcement at 4pm, December 7th.

Mochizuki has also claimed that ForwardWorks will be releasing up to six games across its 2017 fiscal year. He suggested titles like Hot Shots Golf and The Last Guardian could make the jump to mobile.

Welcome to the future

Sony's ForwardWorks studio was established back in March 2016. The studio was created to develop mobile titles based on Sony franchises for the Asia market.

Sony CEO Kaz Hirai has previously stated that the company would be targeting mobile aggressively. He has also hinted at an interest in augmented reality technology, claiming it would "lift all boats for the video __game industry".


Angry Birds 2 soars to lofty heights with 130 million downloads Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Rovio's Angry Birds 2 has achieved 130 million downloads since it initially launched back in March 2015.

The __game is a free-to-play edition of Angry Birds, the __game that made Rovio famous, and was launched globally in the summer of 2015.

The stat was revealed by the game's Lead game Designer and Product Manager Måns Wide in an interview about its first year since launch and the live ops that continue on it today.

Avians everywhere

It's an impressive number, but it is just a drop in the ocean of Rovio's 3.5 billion downloads across its entire catalogue of games.

The Angry Birds franchise has proven to be instrumental in Rovio's business. It currently has four other Angry Birds games in soft launch, and recently cancelled Angry Birds Football.


VR developer nDreams raises £2 million in investment as part of two-stage investment round Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Farnborough, UK-based VR developer nDreams has raised £2 million in funding as part of a two-stage investment round.

Investment comes primarily from Mercia Technologies, which provided £1 million of the investment. The rest has been raised from a group of angel investors.

The developer did not provide any further details on when the second stage of its funding round would be completed.

Building on momentum

"We're delighted that Mercia are continuing to support our growth by taking part in this investment, which is the first of a two-stage round," said nDreams CEO Patrick O'Luanaigh.

"This investment allows us to continue building on the momentum we have achieved, and to develop VR games and experiences of the very highest quality."

Mercia Technologies has already invested heavily in nDreams. The firm has made million-dollar investments in the studio in both January 2015 and again in December 2015.


Ex-InnoGames staff get funding for new mobile studio Sviper Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Former InnoGames, Bipoint and Goodgame employees have teamed up to open a new mobile games studio in Hamburg, Germany called Sviper.

The studio has been founded by Michael Reichert, Mark Buchholz and Ole Schaper. All three have worked at InnoGames, as well as numerous other companies such as Bigpoint, Goodgame and Splitscreen Studios.

Money rush

As reported by Venturebeat, the developer has already raised a seed round from VC firm Global Founders Capital.

It aims to use the money to bring in new staff to help develop and launch multiple games over the next few months.

Sviper’s first __game will be Wild City Rush: Urban Jungle Adventure, set to be released on iOS and Android.

“The first big investment in Sviper comes with perfect timing. It enables us to start building a portfolio of unique high-quality games,” said Sviper co-founder Ole Schaper.

“With this financial backing, we will hire top talent and are in the best position to capitalise on the industry’s huge potential.”


How has the market responded to the changing genres of Plants vs. Zombies and Best Fiends? Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Plants vs. Zombies Heroes and Best Fiends Forever were launched within three days of one another.

Launched on October 18th and 20th respectively, each seeks to bring an established IP into uncharted territory with a new genre.

Plants vs. Zombies Heroes takes the series, dormant on mobile since 2013, from tower defence to CCG. Best Fiends Forever, meanwhile, follows up the 2014 match-3 original with an idle game.

It's early days, but how have these games performed in the fortnight since launch?

Off the blocks

Well, as you'd expect of games with such strong IP, neither has struggled for downloads. Plants vs. Zombies Heroes launched first, and proved that there was still plenty of appetite for the series with a peak of #7 on the App Store's US download charts that lasted for three days.

However, it seems unlikely that Heroes can match the phenomenal 25 million downloads 2013's Plants vs. Zombies 2 bagged in its first month.

There's been a drop-off in downloads for Plants vs. Zombies Heroes in its second week, as is inevitable. What might be concerning, however, is the rate at which this is occuring.

Between October 29th and 31st, it has dropped from #73 to #181. But given this trajectory is to be expected, and that it remains in the top 200, there's no cause for major concern.

Best Fiends Forever, meanwhile - which has been available for two days fewer than Plants vs. Zombies Heroes - has performed similarly.

Peaking just shy of Plants vs. Zombies Heroes in the US downloads chart at #9, where it remained for two days, Best Fiends Forever has since steadily dwindled to a position of #107, as of October 31st.

This has been enough for it to secure 5 million downloads already.

An interesting sidenote is that both games prompted a noticeable spike in downloads and revenues for their predecessors.

Indeed, the Plants vs. Zombies Heroes launch propelled Plants vs. Zombies 2 to #93 in the US App Store downloads chart - its first time in the top 100 since August 30th 2015.

The impact of Heroes on PVZ 2's downloads

It also rose from #332 to #223 in the US App Store's top grossing charts.

In the (now-removed) FAQs section on Heroes' official website, PopCap addressed concerns with the series' new direction simply: "Players looking for new Tower Defense experiences can download PvZ2."

However, the fact that people are doing so in such high numbers may be indicative of a less than positive reaction among series fans to the new entry. Or at least, that tower defence should remain a going concern.

As for Best Fiends, which is heavily cross-promoted in Best Fiends Forever, the impact was also dramatic. 

The original __game saw a rise of more than 100 positions in the grossing charts, from #237 to #130, in the five days following Forever's launch.

Cross-promotion pays off for Best Fiends

But how have the new games been performing in terms of App Store revenues?

Let's look at Plants vs. Zombies Heroes first. With a long history of success on mobile and the CCG genre traditionally monetising strongly, you'd expect it to perform well.

And it's done okay so far. A brief peak inside the top 100 (#96) has been followed by what looks like the __game levelling out at around the #120-130 mark.

As for Best Fiends Forever, it's been a less impressive start. Idle games are typically tough to monetise, and Seriously always had a difficult task on its hands to replicate the success of Best Fiends.

Indeed, Forever's current peak is #176, but it was a brief one. A steady downward trajectory has taken it to #333 at last measure.

However, it is worth noting that the original Best Fiends' revenues weren't much more impressive at launch. Instead, it was sustained post-launch with creative marketing - particularly the use of influencers.

With these tricks up Seriously's sleeve, Best Fiends Forever's long-term future should be assured.

Keywords Studios continues acquisition streak by snapping up Enzyme Testings Labs for $3.65 million Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Video __game QA and localisation firm Keywords Studios has continued its string of acquisitions by picking up Enzyme Testing Labs for $3.65 million.

The Quebec-based firm is said to generate an annual revenue of $8.2 million. It also has offices in Montreal and Kawasaki, near Tokyo.

It provides QA and localisation testing services for games as well as its own localisation services and focus group testing for developers.

Considerable cost synergies

"The acquisition will not only generate considerable cost synergies but it will provide greater scale, flexibility and breadth of services for our combined interactive media clients globally," said Andrew Day, Chief Executive Officer of Keywords Studios.

"We warmly welcome Enzyme's highly talented and games passionate employees to the fast-growing Keywords Studios family as we work together to deliver the highest quality, cost effective services to our clients around the world."

The news comes less than a month after Keywords acquired Brighton-based user testing studio Player Research. Keywords has now spent over $5 million on acquisitions in the last 22 days.


Chinese publisher 37 Interactive snaps up one of China's most recently successful developers Mokun Technology Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Shanghai-based publisher 37 Interactive Entertainment has acquired games companies Mokun Technology and Zhiming Network for a combined total of $198.1 million.

The publisher has purchased a controlling 68.43% stake in developer Mokun Technology for $161.08 million. The studio is known for developing action title Quanmingwushuang, which held the top spot of China's top grossing charts for several months.

37 Interactive has also acquired a 49% stake in browser and mobile games firm Zhiming Network for the comparatively smaller amount of $37.02 million.

Following the deals, the publisher plans to use an existing long-term agreement with Tencent to further expand its publishing efforts.

On the up

The news of these acquisitions came as part of 37 Interactive's financial report for its Q3 FY 16. The studio posted revenues of $180 million, up 10.43% year-on-year.

It entered the Chinese top 100 Internet Companies at number 18 in July 2016. It also ranked 2nd in China's browser games market, beaten only by Tencent.

Looking ahead, it will be utilising its new acquisitions to push on in the mobile market, and is exploring various avenues in the VR world.


Chart rush: The making of Clash of Clans Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

In a year full of competition, it would be hard to argue against Supercell being 2012's breakout developer.

It hadn't released any iOS games until June but since August, it's had two games stuck at the lucrative end of the top grossing charts. Apparently, the company's now generating over $500,000 a day.

And while its FarmVille evolution Hay Day has performed well, it's Clash of Clans, its 3D city-building and PVP title, that's really done the business.

We caught up with product lead Lasse Louhento to get more information about the game's genesis and its future.

Pocket Gamer: What was the original inspiration for Clash of Clans?

Lasse Louhento: We had many sources of inspiration along the way. For gameplay, the most important were Travian and Backyard Monsters.

As for visual style, we wanted to create a unique fantasy setting that would make the __game appealing to a wide variety of players, not just strategy __game fans. Some of our main art references are from old SNES and arcade games, such as Advance Wars and Gauntlet.

How much did Supercell's previous experience with Facebook game Gunshine influence the game?

90 percent of the battles are multiplayer battles, but the single player missions are still very meaningful.
Lasse Louhento

Actually, more than you'd think. Gunshine taught us how to balance a multiplayer, combat-oriented game.

Also, from a technical standpoint Clash of Clans has quite a few similarities to Gunshine, for example in the game's client-server technology.

Did the concept or gameplay change radically during development?

Not really. We had our first company-wide playable demo in just two months from the get-go. All basic gameplay elements except clans were there.

After playing it for a full weekend and seeing the how much everybody at Supercell got into it, we knew we were onto something. However, we couldn't have imagined just how much players would love it.

Was it always a 3D game and how important do you think this has been for its success?

The main goal with Clash of Clans has always been playability over everything else.

Our camera angle is a lot higher than in similar games to make building and editing of your village as easy as possible.

The game art is pre-rendered 3D. One big advantage of 3D models was that they made it really easy for us to render them in retina resolution for the launch of the new iPad.

How long did development take and what tools did you use?

Six months from start to the first release. Originally we had only five members in the team, but towards release we scaled the team up to eight.

All client code is written in Objective-C and C++, and server code in Java. The game's graphics are produced using 3ds Max, Photoshop and Flash. Note that I'm using the present tense. Clash of Clans' development is far from over, so expect some really cool updates in the future!

Where there any major problems you had to overcome?

This has been an exceptional project in many ways. One of them is that there have been no major problems.

It has been a big effort, especially for such a small team, but we were able to focus on the most important task and deliver on our original vision of a multiplayer strategy game that we ourselves want to play.

How did you balance the single player and multiplayer aspects, and what's the breakdown between the time players spend between the two?

At heart, Clash of Clans is a multiplayer game but after some focus group testing it became quite clear that having just multiplayer battles wouldn't be enough, especially in the very beginning of the game, so the single player mode was added at a pretty late stage of development.

90 percent of the battles are multiplayer battles, but the single player missions are still a very meaningful part of the game, even in the later levels. Players can grab valuable resources from single player missions to support their multiplayer game.

Clash of Clans is a simpler PVP city-builder than many similar 2D games, at least in terms of gameplay, strategy, resources, number of units etc? Where you worried that hardcore players would find it too easy?

I'm glad you say Clash of Clans feels simpler than many other strategy games. One of our main goals was to make an accessible game that is deep beneath the surface.

Just looking at how complex most games are in this genre made us want to choose a different path.

Too much initial complexity can chase away players looking for a casual game, and it can result in a worse gameplay experience overall. For example, having only two resources makes it easier for players to understand building chains, and fighting for two resources is just as satisfying as for three or five.

Similarly, even though there are just ten different unit types in Clash of Clans, we make better use of them than many other strategy games. All of our units have unique attributes and they complement each other, so that each and every unit stays relevant throughout the game.

The complete freedom to plan your village and place traps as you like results in practically endless variety in player vs. player combat. Add new features like Battle Spells that we keep introducing in updates, and players who have played the game for months can still learn new tactics every day.

What's your strategy in terms of updates?

Updates are a very important part of our strategy. We want to make games that players can enjoy for a long time, and that keep rewarding players for the time they've invested. It's still early days for Clash of Clans and the game will keep evolving with regular updates.

The biggest update we have done so far is the introduction of Battle Spells and fight replays three weeks ago. We get a ton of player feedback and improvement ideas from players, and we already have a huge list of really cool stuff to be added to the game in the near future.

We also do smaller updates to the game regularly just to keep the game balanced for all players on all experience levels. Keeping the game fair and balanced is just as important as providing new content.

At the moment, the Clans concept is lightly used; just chat and troop donation. How much further can you develop it?

The social aspect in Clash of Clans is where we intend to invest the most effort in future updates. Currently, we're just scratching the surface of how clans can add to the gameplay experience.

In the short term, you'll see various smaller improvements: highlighting events in clan chat, such as promotions, players joining and leaving, which helps Leaders and Elders stay on top of things.

Clans can soon set a minimum amount of trophies for players wanting to join, and Leaders and Elders can send personal messages to inactive clan members if they decide to kick them out.

In the longer term, we're planning clan tournaments and more interaction between clans.
Lasse Louhento

In the longer term, we're planning clan tournaments and more interaction between clans. As clans have more goals than just amassing trophies, players will want to work together to reach those goals. The most important reason Clash of Clans players keep on returning to the game is other players, both friends and rivals, so we want to give them more ways to play together.

What are the key geographic markets for Clash of Clans and do you see many differences between players from different countries?

There isn't really any certain part of the globe that stands out. We have a lot of casual players and a lot of hardcore players from pretty much everywhere.

The game is localised in nine different languages, and we're considering adding more languages in the future. Localisation has helped us to gain popularity in the European markets.

What have you learned about the free-to-play business model?

The important thing to keep in mind is that players want to be able to unlock and upgrade items inside the game without paying. In the case of a competitive game like Clash of Clans, you have to keep it fair and balanced for all players, both paying and non-paying.

If you are making a free-to-play game, make sure it really is free - don't cripple the experience for those who don't pay!

What's been the most surprising thing about the game's success?

It has been humbling to see how passionately players feel about the game, how much they enjoy playing and how they want to see the game evolve and succeed.

That really gives us a lot of energy to develop the game further. We are extremely grateful to have such great players.

What's next for Supercell?

We continue to develop and support our two released titles Hay Day and Clash of Clash. We've also started some brand new and very exciting projects, so stay tuned!

With the success of our first wave of games, we can turn more of the cool ideas the team has into games for you to enjoy. In fact, we're always looking for more skilled game developers to join the team and help us make that happen!

The bottom line is that we intend to keep having lots fun and making great games : )

Thanks to Lasse for his time.

You can get Clash of Clans for free from the App Store for iPhone and iPad here [iTunes link].

A Brief History of Mobile Games: In the beginning, there was Snake Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Where did it all start?

Obviously you can trace mobile games back to the earliest mobile phones, but mobile games didn't really take off until Nokia launched Snake.

Still the most famous mobile game, Snake first appeared in 1997 on the Nokia 6610.

It has been estimated that over 400 million copies have been shipped since and it's now in its eighth version. Not bad for a __game that started life as a some black squares moving on a green background.

Now Snake was all very well and good, but if mobile games were to really progress, you needed a way of buying new games.

If Snake and those early embedded versions of Tetris and the like were Generation One of mobile games, the next step –something we will call Generation Two – were WAP games.

Here comes the science bit.

Officially known as the Wireless Application Protocol, WAP is a technology standard developed to enable mobile devices to connect to the internet. The company that did the most to develop this was called Unwired Planet, although it took it a good few years to come up with anything very useful.

But by the late 1990s, it had created a microbrowser that could run on mobile phones and a version of the web it called UP.Link. Together with Ericsson, Nokia, and Motorola, the WAP Forum (now the Open Mobile Alliance) kicked off, ensuring standardisation, at least in Europe. In Japan, market leading operator NTT DoCoMo came up with its own i-mode standard instead.

Back in 1999, the web was a much simpler place - no Facebook, YouTube, MySpace, Flickr or Twitter.

In the end though, these were both roughly the same thing – a small web browser built into the phone that allowed you to connect to a server and transfer data to your phone.

Of course, back in 1999, the web was a much simpler place – no Facebook, YouTube, MySpace, Flickr or Twitter – and lots of people still hadn't fired up their modems and dial-up connections to use the Information Superhighway to which Al Gore had just put the finishing touches. Hence, the idea of surfing it on your phone sounded incredible.

UK operator BT Cellnet (now O2 UK) got very excited about this too, with its 'Surf the BT Cellnet' adverts giving a vivid impression of what using WAP would be like – quickly moving through a Matrix-like world overflowing with interesting information.

Unfortunately, the reality was four lines of black text on a green background and – if you were lucky – some simple monochrome graphics.

Still, this might not have been such a problem if people had wanted to do what Unwired Planet envisioned they would with WAP. Looking up the price of your shares might have been the big thing in 1999 for everyone at Phone.com (by then the newly renamed and IPO'd Unwired Planet), but the rest of the world wanted to do fun things on their fancy new Nokia 7110s, which incidentally as well as being the first Nokia phone with a WAP browser, also was the first to feature Snake II.

WAP created the basic ecosystem that would allow developers to make games and sell them over-the-air to willing mobile players.

So it was that __game designers started to think about what they could do with WAP.

As a connected technology, one nice aspect was that handling multiplayer games was relatively simple, especially board games such as Noughts and Crosses, and Connect Four. Other obvious tie-ins were turn-based games as you could run the actual game on a server and use WAP to send information back and forth as the user requested.

What you couldn't do however was fast action so WAP Snake II was a non starter, although 7110 owners could play a local two-player version using their phones' nifty infra-red connections. Neat.

The bottomline, however, was that as much as we look back and laugh at the early hype, combined together, mobile phones and WAP created the basic ecosystem that would allow developers to make games and sell them over-the-air to willing mobile players.

All it now needed was billions of dollars of venture capital money, some bright ideas, and some very big servers and we would all be happily playing games on our mobile phones.

The world really did look bright as the 20th century drew to a close.

We all considered what colour Ferrari we would buy when we made our first million from mobile games. But –guess what? – it didn't work out like that…

A Brief History of Mobile Games: Intro
A Brief History of Mobile Games: 2000 - JAMDAT, Gameloft and WAP
A Brief History of Mobile Games: 2001 - Vivazzi, Picofun and Riot-E
A Brief History of Mobile Games: 2002 - Java, BREW and Space Invaders
A Brief History of Mobile Games: 2003 - Colour phones and N-Gage
A Brief History of Mobile Games: 2004 - JAMDAT, IOMO and EA Mobile
A Brief History of Mobile Games: 2005 - Gizmondo, Tetris and Glu
A Brief History of Mobile Games: 2006 - 3D, iFone and Gizmondo
A Brief History of Mobile Games: 2007/8 - New N-Gage and iPhone


After 12 years in the games industry, the last eight as head of production at I-play, Chris Wright finally escaped. He now runs his own consultancy focusing on casual games. He can be contacted at chris [at] gamesconsultancy.com. All opinions expressed are the author's own.

Indian game developers react to Google Pixel and Daydream View VR Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Google's Pixel and Pixel XL smartphones went on sale in India on October 25th.

The handset, Google's new flagship Android device, was announced in early October with India one of the first six countries in which it is launching.

Starting at Rs. 57,000 ($850 approx.), it's certainly pitched at the premium end of the market.

But with the Android OS enjoying a massive 97% market share in India, it's not hard to see why it's an interesting testing ground for the device.

At the same event at which it unveiled the Pixel, Google also announced the Daydream View VR headset.

Compatible with Daydream-compatible smartphones - the first of which is the Pixel - it's a Gear VR-competing mobile VR setup with a fabric exterior and support for head-tracking.

Unlike Pixel, Daydream View has yet to be announced for Indian launch. However, with India evidently an important market for Google, its eventual launch there would come as no surprise.

As such, we asked our Indian Mavens:

  • How popular do you think Google Pixel can be in India compared to other smartphones?
  • Can Daydream View significantly impact the level of VR hardware adoption in India?
Chandan Mohanty CEO Leprechaun Games

This one is right up my alley. I am an ex-Apple user, and I finally switched loyalties last month.

It looks awesome and features top of the line specs. What else could one want?
Chandan Mohanty

My iPhone 6 had conked out and I was in no mood to give Apple any more of my dollars. No more Matrix, I was ready to enter the real world.

I went and bought myself a Sony Xperia to get the Android experience. I reflected on my purchase later and decided that I only bought that phone because it was the only phone that looked as pretty as an iPhone. Sigh!

Now that I am an Android veteran of one month, I'm loving it. Every day I discover new tricks and feel happy.

When Google announced Pixel earlier this month, I was super excited. It looked awesome and featured top of the line specs. What else could one want?

Over the last couple of weeks, waiting for this phone to be available, I had some time to deliberate on my desire to junk a perfectly working and three-week-old phone to buy a new one.

I am not sure now. Here's why I might hold off on buying the Pixel:

  • Most important of all, the Very Blue is gone. I tried everywhere to get my hands on this, and now its not available. A blue phone would have stood out and given me some bragging rights. White and black are so boring.
  • Is this phone 2.5 times better than the OnePlus 3? Not really, I don't think. Sure, you have the latest Nougat and the best camera, or so Google claims. But is it worth it?
  • They killed the Nexus because the Nexus was a value competitor to the premium Pixel. Pixel specs aren't very different from the Nexus. I have one eye on the regulators and wonder if they are taking a close look at Google's hardware moves. Probably too early, though. Nexus was the only phone to offer a pure Android experience. Now, Pixel will be the only one.

Having said all that, i might still walk into a store on the 24th and drop some serious cash on the Pixel. Why? I want to have a phone most people won't buy, and I love that early adopter tag.

I must come off as a form-over-function guy; guilty as charged. I love my phones for being beautifully crafted devices.

More power to Google. Pixel is just a series of first steps they are taking to control the hardware and software to give users a brilliant Android experience.

Hopefully, they won't abuse their customers' trust and loyalty by making the accessories and the complementary universe a pricey one.

Pixel will severely erode Samsung's perch at the top for premium Android handsets.
Chandan Mohanty

As for its popularity in India, I would say that it will severely erode Samsung's perch at the top for premium Android handsets.

I have very few doubts. Google as a company has the same halo in the Indian customers' minds as Apple does.

I have used the Samsung Gear VR headset. Nice stuff, but not enough content.

But let's not quibble over that - like I said, I am a form guy.

Daydream has addressed some of these challenges with its superior components, but a lot more remain including the pricing.

I think that the VR hardware has to be more natural before it gets wider acceptance. Right now, there is no overwhelming reason for me to use the VR gear.

Give me a good reason first, like a Clash Royale on Daydream.

P.S. If you have a Very Blue Pixel, you know how to reach me!

Cartic P Business Development Manager Juego Studio Private Limited

Google's flagship products are welcomed with open arms here. I believe Pixel will do just fine, just as Nexus devices did in this market.

VR hardware adoption is definitely on a raise, and most people I'm aware of in the mobile app/game space owns at least a Google Cardboard.

Lenovo also did a decent job in pushing VR to its consumers via its Lenovo Vibe/K4+ series phone (where they offered VR headsets as complementary).

However I believe cost of owning a Google Daydream is quite high for an accessory (Rs. 5000/$74). I hope Google have some offers for India to target the mid-range mobile phone users.

India-specific VR content is also on the increase. Some examples: 

  • Lalbaug 360, a Cardboard app where you can witness the live feeds of Ganesha Chaturthi Festival as it happens in Mumbai.
  • Indian Netflix equivalent Hotstar, one of our biggest video on demand apps, has recently entered the VR space with VR 360 live feeds for the Kabadi world cup.

I believe this content will definitely drive the VR hardware adoption.

Felix Manojh CEO Flixy Games

If we evaluate the pricing strategy for Google Pixel, it is clear that Google is positioning the phone as a premium product and not for market penetration, unlike other Android smartphones.

Premium pricing works well for companies that can create a value perception in the minds of the customers and Google is definitely a brand that can create this perception through its marketing strategies and packaging it with features/specs that may not be available in other smartphones.

VR adoption directly ties to the quality and quantity of content that is available.
Felix Manojh

Android users are usually not loyal to a brand and are open to adopt new brands when they decide to upgrade their smartphone.

So, the aspirational Android users would prefer to adopt Pixel, especially after the recent brand image beating taken by Samsung.

Similarly, some iPhone users might also look to adopt Pixel and experience its various features like customisation and support for VR (Daydream).

I do not expect Daydream View to significantly impact the level of VR adoption in India, but is a good start by reducing the price point for VR adoption.

The adoption directly ties to the quality and quantity of content that is available for VR and we are yet to see a super-hit __game in VR like Pokemon GO has been for AR.

But I could be wrong - the adult entertainment industry may be the driving force for VR adoption too.

Live ops at EA is about making stolen moments count Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

The rise of India's games industry has been attributed in no small part to the smartphone gaming boom circa 2009.

But Amol Gurwara, Studio Director of EA's Hyderabad office, started working in mobile gaming before the App Store had even launched.

Prior to EA, Gurwara co-founded Aurona Technologies, a tech startup that had games as a secondary business.

The firm also had a London office, and worked with Codemasters and Kuju in the UK.

New challenge

But after the company was acquired in 2007, Gurwara received a call from EA about joining its new 60-member team in Hyderabad.

“I think it was a Fortune 500 company even then, and I felt that a company of this size can definitely do more in India,” he recalls to PocketGamer.biz at NASSCOM __game Developer Conference 2016.

“So I joined EA and we grew it all the way to 900.

“That was when there were feature phones in the market, so huge fragmentation and you needed a lot of engineering capabilities to port games over to different device sizes and capabilities.”

Staying alive

Of course, with the launch of the App Store in 2008, things changed. A fully-fledged games studio - Slingshot Games, part of EA Hyderabad - was established and has shipped “about 17 games so far”.

“We've since pivoted to a strategy where we own live services,” explains Gurwara.

“Big titles from EA Mobile, iconic brands which have a very large DAU base, and we're responsible for running these.”

One of these is Tetris Blitz, a __game originally launched in 2013. For Gurwara and his team, the task is to keep these games moving with the times and modern mobile trends.

“We've evolved the game from one that was just single player, adding multiplayer components like tournaments and battles,” he says.

“And last year we worked with boutique British UX firm to completely re-architect the game from a visual standpoint.”

The result, he adds, is that the game is “still healthy”.

Multi-year success

This experience has solidified for Gurwara the idea that long-term success should be the ultimate aim for any developer.

Dark Side of the Moon's been around since 1973, and that's what we need to aspire towards - making products that are remembered for decades,” he states.

Dark Side of the Moon's been around since 1973, and that's what we need to aspire towards.
Amol Gurwara

This was the thrust of his talk at the Hyderabad conference: 'Producing Mobile Games for Multi-Year Success'.

“Everyone knows mobile is a business built on stolen moments,” he tells us.

“But what needs to happen now is that those stolen moments need to count for something… is the player evolving in that journey? Otherwise you remain a single-mechanic game without any depth.”

When delivering these talks to an indie-dominated crowd like the one at NGDC, Gurwara is conscious of appearing like the “guy from a big company” who's never experienced the independent struggle.

But he's keen to point out that he's seen both sides of the industry, and that his message applies to developers of all sizes. Simply, he says, it's about long-term planning.

“If your game right from the beginning is not well thought through, when you do see success, you don't know what to do,” he reasons.

Problems at home

Gurwara's talk concerned games for a global audience, but for Indian developers targeting the domestic market, there are different challenges entirely.

“The local market is still small, and I don't think the shape of the local market is going to be anywhere close to the western markets,” he considers.

“This is going to be a price-sensitive market with low intent to purchase. There needs to be other forms of monetisation.”

EA's Hyderabad studio

He identifies the “missing pieces” as being older gaming demographics - 55+ women and 35+ men, for example - that are critical in the west but undeveloped in India.

And while gaming is increasingly popular among India's younger generation, it will be a few years until they have the disposable income to be major drivers of revenue.

“Is that a two-year plan? I don't think so, I think it's going to take longer,” he says. “The question is what you're going to do until that happens.”

Tough solutions

While accepting their imperfections, Gurwara suggests that in-game ads are the best way to monetise in India right now.

Just having uninspiring display ads might get you impressions, but it does nothing for the brand.
Amol Gurwara

However, these have their own challenges.

“Game developers need to make sure they're offering viable solutions to advertisers,” he says. “If advertisers don't get meaning from their spend, then the party's over before it begins.

“Just having display ads that are uninspiring might get you a lot of impressions, but it does nothing for the brand and it does nothing for the game.”

Instead, he argues, incentivised ads are the most user-friendly way forward.

“There are also a few companies working on native game integrations,” he adds.

“That should work. We know that sport, even cricket, adapts itself to advertising. There's no reason a video game should not.”

32 top games in soft launch: From Call of Duty: Siege and Titanfall: Frontline to Dawn of Titans and Breaking Bad Related Articles Comments Login to to leave a comment Or click here to register Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

PocketGamer.biz is now regularly rounding up the most interesting games that are currently in soft launch.

An important part of the shift to a games-as-a-service approach, the soft launch process enables developers to fine-tune their game, particularly in relation to meta-game mechanics such as time gates, in-game resources and psychological components.

Behind the scenes

Of course, some games require more time in soft launch than others; something that can reveal a __game experiencing more serious issues than mere fine tuning.

But, of course, the main point of the feature is to get you excited about the games you'll soon be able to play...


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Netmarble soft-launches new mobile MOBA Star Wars: Force Arena Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

South Korean publisher Netmarble has partnered with Lucasfilm to develop a new mobile MOBA called Star Wars: Force Arena.

Like other MOBAs, the title will be free-to-play, real-time PvP. Players must choose between joining the Rebellion or enlisting with the Empire, and then build up their squads and character cards to take on and then crush their opponents.

The __game will support single player, 1v1 and 2v2 multiplayer.

The __game has been soft-launched in Australia, and will eventually rollout to other countries on both the iOS App Store and Google Play, though no release date for a worldwide release has been announced yet.

The Force Arena awakens

“We are thrilled to announce Star Wars: Force Arena, a real-time PvP mobile game based on the globally popular Star Wars franchise,” said Seungwon Lee, Chief Marketing Officer of Netmarble Games.

“We hope to bring the same level of excitement to the mobile arena that Star Wars has given its fans around the world. Sign-up for pre-registration today, and be notified when the game goes live as we kick-off a whole new adrenaline-fueled Star Wars adventure together.“

Netmarble has previously worked on titles such as Marvel: Future Fight, Seven Knights, Raven and Everybody’s Marble.

The company is currently gearing up for an IPO, and in September applied for preliminary approval to the Korea Exchange to launch its multi-billion-dollar initial public offering.


Unity’s Xiaomi deal will offer developers “unparalleled access” to China’s mobile games market Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Unity has revealed further details about its deal with Chinese tech company Xiaomi that it says will provide developers with "unparalleled access and distribution" to China's mobile market.

Next year developers will be able to publish their games to Xiaomi’s app store, which has had 50 billion apps downloaded from it to date.

The Chinese firm will also provide support when negotiating local licensing terms to help devs get through the red tape that makes it difficult for games companies outside of China to operate in the country.

Enabling ads and IAPs

Developers can also enable Unity Ads – the first time a third-party ad network has been enabled on any Chinese Android app stores. Unity IAP meanwhile will extend support to the Xiaomi platform so devs can port their IAPs to the app store.

Developers will be able to begin publishing in China next year, though no specific timeframe in 2017 has been given.

“A large part of ensuring developer success is providing access to the platforms that matter most,” said Andrew Tang, China Country Manager at Unity Technologies.

“By partnering with Xiaomi we can help Unity developers bring their creative vision to a massive audience and accelerate the progress of quality entertainment worldwide.”


Reanimation: The making of Dead Trigger 2 Related Articles Comments Login to to leave a comment Or click here to register Top Stories Events Games Industry Jobs Popular Stories Latest User Comments Videos PGBiz on Facebook PGbiz Staff About Us Steel Media Network

Since its formation in 2009, Czech studio Madfinger Games has developed a reputation for technical ambition, graphical prowess, and delivering an abundance of onscreen carnage.

A 2010 press release, for instance, gleefully described Madfinger's Samurai: Way of the Warrior as "one of the bloodiest games on the App Store". Subsequent games have only upped the bodycount from there.

But although the studio's thirst for violence remains intact, plenty has changed at the developer since its earliest days.

"Madfinger Games started just like any other company," explains CEO Marek Rabas. "A few people with some know-how – and the desire to do it their own way without a boss – got together and started their own thing."

"Collectively, we had worked on Mafia, Hidden & Dangerous, Vietcong, Silent Hill: Downpour, and Mafia 2, and in our downtime, we started to experiment with mobile games. It was during this period that we developed our first mobile games – 15 Block Puzzle, BloodyXmas and Samurai: Way of the Warrior."

One year later, in 2010, Madfinger Games received "major financing" from private sources. The company underwent a minor rebrand – from Mad Finger Games to the appropriately forceful MADFINGER Games – and announced its "ambitious plans for a series of mass-market games."

"We released Samurai II: Vengeance in 2010, Shadowgun in 2011, and then Dead Trigger in 2012. In three years, the company grew from four to forty members," Rabas explains.

"The number of downloads grew as well," he continues. Madfinger debut 15 Block Puzzle had generated 200 downloads, but Dead Trigger would go on to accumulate 26 million.

Strength through unity

Given that popularity, it's no surprise that Madfinger chose to build on Dead Trigger's success. What's more, Dead Trigger had arguably been the __game that truly pushed Madfinger into the spotlight.

That's because, although it was Shadowgun that first caused mobile gamers and the specialist press to marvel at Madfinger's graphical wizardry, it was Dead Trigger that cemented the studio's standing as a technical powerhouse.

"We have used Unity 3D since 2009 and we really love this engine. It's powerful, easy to use, suitable for rapid development, and it supports as many platforms as we want. In my honest opinion, there is no better engine then Unity 3D for mobile games now," Rabas explains.

So, when the studio began discussing its ideas for a sequel to Dead Trigger, Unity was the obvious choice. Madfinger's existing tools and in-house expertise meant that the developer was able to "focus on things like small enhancements to the engine, such as how to use it properly or creating our own shaders."

In terms of design, however, Dead Trigger 2 was less straightforward.

"Dead Trigger 2 changed a lot during development. First we wanted to create a sequel to Dead Trigger with better visuals, better gameplay, and with bug fixes – the typical approach of developers of premium games.

"But when we started to really develop a understanding and feel for free-to-play games, we concluded that we would have to redesign Dead Trigger 2 in order for it to be a truly free to play game," Rabas says.

The first Dead Trigger had been launched at a premium pricepoint, after all, and Madfinger only flipped the free-to-play switch after the __game endured an 80 percent piracy rate on Android.

It was a shift that provoked the ire of many players, and would shape the studio's relationship with free-to-play from that point on.

Free for the first time

"I think that we made a mistake by releasing it as 'paymium'," Rabas says, referring to the 99c pricepoint chosen for the original Dead Trigger. "We didn't have the balls to release it for free. We were pure premium hardcore developers and we didn't know much about free-to-play design."

"It's not easy to transition from being premium hardcore developers. It's not easy to give something for free for the first time…"

What's more, Rabas tells us, "it's definitely more difficult and more challenging to create a good free-to-play game." The truth of this statement was borne out during the development of Dead Trigger 2.

So, after multiple revisions to Dead Trigger 2's core gameplay and monetisation mechanics, Madfinger decided that a kind of break with the past was in order.

The studio set itself the challenge of rebuilding Dead Trigger from the ground up, without alienating existing fans.

"We wanted to give players something more than just killing zombies, getting money and buying new weapons," Rabas explains.

"We really wanted to create something that players would find entertaining for longer periods of time, not only a couple of hours. We wanted players to experience the game to the maximum and for the longest possible period of time."

"So in Dead Trigger, you just play out the mission, get money and buy some new and more powerful weapons. We knew that everything in Dead Trigger could be better. That's why we have changed almost everything in Dead Trigger 2.

"We changed the core gameplay, we introduced hideouts [upgradeable bases], we added blueprints [weapon-upgrade collectables], we have minibosses, and we want to build a lot of things around the concept of Global Warfare, and so on. But yet it's still Dead Trigger."

Over easy?

One controversial aspect of this overhaul involved making Dead Trigger 2 a slightly more accessible game. The most immediately noticeable consequence of this shift is the removal of any on screen 'fire' button.

In Dead Trigger 2 guns fire automatically, leaving the player to worry about aiming and movement rather than tapping the relevant button. Although this removal affords Dead Trigger 2 players that little bit less agency, Rabas considers it a worthwhile sacrifice to make for a less cluttered control scheme.

"We found that a lot of people have problems with virtual joysticks. On a PC everybody knows how to use a mouse, on consoles everybody knows gamepads. But on a mobile device, you have a huge amount of players who know nothing about virtual joysticks – how they work, how to move, aim and press virtual buttons.

"We gave a lot of thought to different ways to develop a better control scheme and two of our guys came up with the idea of auto fire," Rabas tells us.

The idea wasn't a popular one internally, however.

"Everybody in the team started to whine about it – including me, of course," he adds.

"They complained that it's too much, too casual, and that there was no virtue to the concept of autofire, and so on and so forth. But after a month, everybody had played Dead Trigger 2 with the new control scheme and loved it.

"My guess is that a lot of games will copy this concept sooner or later."

But many core gamers – and sections of the gaming press – are yet to be convinced by the concept of virtual joysticks at all. We put it to Rabas that, for some, mobile and tablet devices simply cannot deliver satisfying first-person and third-person shooter experiences.

"I think it's the same as when gamers and commentators were saying that first and third-person shooters simply don't work on gamepads," Rabas replies.

Service industry

Since its launch less than one month ago, Dead Trigger 2 has generated roughly 8 million downloads, and Rabas tells us that the game boasts more than a million daily active users.

Its user ratings are averaging slightly lower than the original Dead Trigger's, but Rabas doesn't seem too concerned. "It's an initial release and I guess these numbers will increase as well. It's only the beginning and we will add a lot more features to Dead Trigger 2."

That attitude is suggestive not only of Madfinger's confidence, but also of its ongoing shift from a premium product company to a free-to-play service one. "We still have a lot of work with Dead Trigger 2. At this point, we consider it as an alpha version," Rabas explains.

But that transition hasn't always been an easy one. "Most of the guys in Madfinger are ex-hardcore console developers or artists. They want to enjoy development again, they want to do something which they would love to play."

So, while Madfinger may have embraced the free-to-play model, you shouldn't expect the studio to announce a raft of Candy Crush-style puzzlers anytime soon – no matter how profitable that ultra-casual fare might be.

"We believe that if we deliver good games, the money will follow," Rabas says.

"We still have to add a lot of new features to Dead Trigger 2 and to enhance almost everything currently implemented in the game. We want to make it the best free-to-play FPS game for mobile and tablets."

As for what will follow Dead Trigger 2, Rabas keeps it tantalisingly vague. "We are working on something really different," he explains. "I don't know if we even can call it a game... But it's too soon to reveal any details right now."

But whatever the nature of this curious non-game, it seems safe to assume it will be built with Unity, display some hardcore leanings, and feature some form of virtual violence.