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Virtual reality outfit Bigscreen raises $11M to expand social app

Virtual reality studio Bigscreen has secured $11 million in Series A financing to make new hires and accelerate the development of its social platform. 

The round was led by venture capital outfit True Venture, and takes the company’s total funding for the year to $14 million. 

For those unfamiliar with the company, Bigscreen is the developer behind the aptly named Bigscreen social virtual desktop app for Vive and Oculus Rift. 

The free app (currently in beta) lets users hang out in virtual theatres and other digital spaces where they can do things like play games, work, and watch movies together. Bigscreen hopes the latest cash injection will help it cope with the app’s rapid expansion. 

“Over the past year, Bigscreen has grown significantly to more than a quarter million users. In just the past few months our core metrics grew over 300 percent,” reads the Bigscreen blog.

“Our power users spend 20 to 30 hours using Bigscreen every week, and many users have spent more than 1,000 hours in Bigscreen.

“Based on usage and user reviews, Bigscreen is now one of the most popular VR apps in the world. We now need to grow the team in order to improve the product and expand the Bigscreen platform to more VR and AR devices.”

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Get the Official Free Download of Super Mario Odyssey’s Jump Up, Super Star!

Super Mario Odyssey was a hit at E3 this year, but a surprising part of the show was the popularity of the game’s song, ‘Jump Up, Super Star!’. Its chirpy lyrics and Big Band stylings took off, and before long the track had been ripped and lovingly shared online.

Now, following the release of an awesome musical video, Nintendo has made the shortened version of the song available as a free download. All you need to do is head to supermario.nintendo.com, click on the ‘download for free’ area and your computer will automatically grab the mp4 file.

It’s a nice touch, for sure, though beware YouTubers; we bet Nintendo will still copyright strike the heck out of you if you use it in a monetised video…

Nintendo’s certainly touched on a smart piece of marketing; the song has almost taken on a life of its own and does absolutely no harm to the game’s hype.

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Choose How You Game with Four New Xbox One S Bundles

This fall, we’ve got something for everyone so you can choose how you game on Xbox One. We’re continuing to deliver the best value in games and entertainment with Xbox One S and today we’re announcing four new 500GB Xbox One S bundles: the Xbox One S Minecraft Complete Adventure Bundle, Xbox One S Rocket League Blast-Off Bundle, Xbox One S Starter Bundle and the Xbox One S Ultimate Halo Bundle.

Xbox One S has a library of over 1,300 games and over 200 exclusives, including blockbusters like Minecraft, iconic franchises like Halo, and the latest exclusives like Forza Motorsport 7 that you can only play on Xbox One. With Backward Compatibility, Xbox One is the only console where you can play games from the past, present and future. Access all your favorite entertainment through apps like YouTube, Netflix and more and play with friends near and far with Xbox Live.

With Xbox One S, you’ll also enjoy the highest-quality 4K entertainment, including built-in 4K Ultra HD Blu-ray and 4K video streaming. Whether you’re playing games, watching your favorite shows or streaming gameplay, Xbox One S delivers brilliant graphics with HDR technology, premium audio and fast, reliable online gaming with friends.

With so many exciting new options, it’ll be impossible to choose only one.

Xbox One S Minecraft Complete Adventure Bundle

Xbox One S Minecraft Complete Adventure Bundle

Own the Xbox One S Minecraft Complete Adventure Bundle (500GB) for $279 USD / £229 GBP / €279 EUR and be part of a worldwide phenomenon. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download code of Minecraft – Now you can build, dig, and craft together with friends across Xbox One, mobile, VR and Windows 10 with the Better Together update
  • Full add-on download code of the Minecraft Explorer’s pack – The Explorer’s pack features the Chinese Mythology Mashup, Natural Texture Pack, Biome Settlers Skin Pack, Battle and Beasts Skin Pack and Campfire Tales Skin Pack. The Explorer’s Pack will also be available as a standalone retail offering which includes the base game and DLC (valued at $29.99) starting Nov. 7.
  • Full-game download code of Minecraft: Story Mode Season 1 – The Complete Adventure (Episodes 1-8) – Experience this episodic point-and-click adventure game.
  • Xbox Live Gold – Enjoy 3 months of Xbox Live Gold to join the online Minecraft community and build, dig and craft together with friends.
  • Xbox Game Pass – Get instant access to over 100 great games with 1 month of Xbox Game Pass.

Xbox One S Rocket League Blast-Off Bundle

Xbox One S Rocket League Blast-Off Bundle

Still wondering what soccer would be like with rocket-equipped cars? Wonder no more and get in on the action with one of the most popular multiplayer games around. The winner of numerous awards, get ready to score amazing aerial goals with the Xbox One S Rocket League Blast-Off Bundle (500GB) for £229 GBP / €279 EUR. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download code of Rocket League – Choose from a variety of high-flying vehicles equipped with huge rocket boosters to score amazing aerial goals and pull off incredible, game-changing saves, take on the single-player challenge in Season Mode or join in 8-player online competition and 4-player split-screen action.
  • Xbox Live Gold – Enjoy a 3-month subscription of Xbox Live Gold to play your favorite games online with friends and get free games each month plus deep Xbox Store discounts on games, add-ons and more.
  • Xbox Game Pass – Get instant access out of the box to over 100 great games with 1 month of Xbox Game Pass.

Xbox One S Starter Bundle

Xbox One S Starter Bundle

Own the Xbox One S Starter Bundle (500GB) for $279 USD / £229 GBP / €279 EUR and dive into the very best of Xbox One. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Xbox Live Gold – Play with and against friends and family on the most advanced multiplayer network with 3 months of Xbox Live Gold, plus receive exclusive membership perks like free games each month and deep discounts in the Microsoft Store
  • Xbox Game Pass – Get instant access to over 100 great games carefully curated for high quality and fun gameplay with 3 months of Xbox Game Pass. Games are added every month so there’s always something new to play including fan favorites such as Halo 5: Guardians, DiRT Rally and LEGO Batman.

Xbox One S Ultimate Halo Bundle

Xbox One S Ultimate Halo Bundle

Own the Xbox One S Ultimate Halo Bundle (500GB) for $279 USD and live the legend of the Master Chief on Xbox One S. This bundle is available exclusively at Walmart in the U.S. and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download codes of Halo 5: Guardians and Halo: The Master Chief Collection, which collectively offer fans the chance to experience the Master Chief’s epic journey over five Halo games
  • Xbox Game Pass – Get instant access to over 100 great games carefully curated for high quality and fun gameplay with 1 month of Xbox Game Pass
  • 14-day Xbox Live Gold trial – Play games with friends near or far on Xbox Live with a 14-day trial
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Rock ‘N Racing Off Road DX Will Be Crashing Onto Nintendo Switch

EnjoyUp Games has announced that Rock ‘N Racing Off Road DX, a game that was previously released on Wii U as well as other platforms, is on its way to Nintendo Switch.

The game features a variety of tracks, an arcade mode, time trials, and multiplayer action to get stuck into as well as a rock ‘n’ roll soundtrack for accompaniment. The game initially released without its ‘DX’ tagline, offering a not too dissimilar experience; the newer DX version added some extra tracks but didn’t really improve on the gameplay itself. We didn’t have a great experience with the game on Wii U so we’re hoping for a pleasant surprise when it launches on the new console.

You can check out some screens of the game below.

Have you played the game before? Are you happy to see it make its way to the Switch? Let us know in the comments.

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Feature: Keeping Our Eyes Wide Open for Dimension Drive on Nintendo Switch

The Switch eShop’s library of upcoming games continues to grow, but one game due relatively soon that needs to stay on the radar is Dimension Drive. Confirmed earlier in the year and currently in the final steps to securing a full release date, it’s a shoot ’em up that aims to add its own spin to the genre.

Developed by 2Awesome Studio, it’s the work of two engineers that once worked at the European Space Agency. A chance meeting and a shared love of gaming brought David Jimenez and Alejandro Santiago together, and now a couple of years have gone into the creation of Dimension Drive. From a troll scuppering a Kickstarter campaign to a rebirth and success, the route to release (on PC and Switch initially) has been intriguing.

We recently gave this a try on PC and it’s certainly shaping up well. Quite handsome visually, its mechanic of switching between two sides of the screen is smartly implemented and demands that players focus on the task at hand. Utilising both sides of the screen feels tough initially, but starts to become natural after a short amount of time; it helps that the game is enjoyable and encourages persistence.

We posed some questions to the studio’s David Jimenez to learn more about this intriguing upcoming release.

First of all, can you introduce yourselves and tell us a little about 2Awesome Studio?

2Awesome Studio is composed of 2 people, myself (David Jimenez) being the game designer of the team and my colleague Alejandro Santiago, the game developer. We are both originally from Barcelona and we went to The Netherlands to work as engineers at the European Space Agency (ESA). There’s where we actually met and started sharing the passion for games and game development until we decided to setup a studio and start working on our first commercial game (Dimension Drive). I guess being engineers in the space industry highly inspired us to work on sci-fi space games.

How did the idea for Dimension Drive come together, and what sort of games inspired the initial concept?

Dimension Drive started like all good stories – with pizza and beers! Alejandro and I were playing old shoot ’em up games and at some point that night we decided to make one ourselves. We realized that current screens with their wide format left a ton of empty space for a vertical shoot’em up. At one point we saw a video of a superplay of a shoot ’em up with one player playing it in two player mode and controlling both ships. So, we said, let’s do that. Let’s put two games on the screen and have one player play both at the same time. The first prototype was unplayable, it’s too difficult to control two things at once for a regular person. So after several iterations the switching mechanic came about and that opened up lots of new possibilities for the game design.

Not everyone may realise, but Dimension Drive started off with funding via a successful Kickstarter campaign. Can you tell us a little more about that?

During the second half of 2014 we did the first prototype of Dimension Drive. Gameplay was good, it felt right. We knew we had something new in our hands with this dual battlefield mechanic. We went to some showcase events in The Netherlands and people had a blast with it but the art and production values of the game were not matching the gameplay. As said, we are both engineers, Alejandro has been coding games for many years and I have plenty of experience but when it comes to art we are unable to even draw a stickman. So, we decided to assemble a team of talented freelance artists and work together in making Dimension Drive a highly polished game. This time around not only in gameplay but also in visuals and audio. Obviously, we needed to pay the team and that’s what we did the Kickstarter campaign for.

How vital was the hook of managing two screens, do you think, to the Kickstarter success?

The switching between two screens mechanic and the story and characters were the biggest hooks of the Kickstarter. Actually, we did 2 Kickstarter campaigns in a row. The first one ended quite tragically as you may remember it even made the news. A troll falsely pledged 7000€ to our campaign and that money was removed at the last moment by the Kickstarter integrity team as the payment was fraudulent. The timing meant that we went from being funded to being unfunded with no possibility to fix just 30 minutes before the end.

This story got big thanks to the gaming community getting outraged at the situation. Kickstarter staff got in contact with us and helped us pick up the pieces and put a second campaign up right away. High profile developers like Rami Ismail, Mike Bithell, Brian Fargo, Rhianna Pratchett and others gave us their help promoting the second campaign and even becoming backers themselves. The second Kickstarter campaign was an instant success and we got funded with more than we could have made in the first round. In the end the trolling hugely backfired as instead of sinking the game it achieved exactly the opposite. Since then we have felt a huge debt to the whole gaming community and industry for saving Dimension Drive. We took the commitment to make the best game we could possibly do.

Tell us about that swapping mechanic. For starters, did it make the development of stages that big trickier, as you need to design levels to suit the mechanic?

Dimension Drive’s core gameplay is the switching mechanic. You have 2 levels side by side and you must actively switch from one to the other to progress and in general stay alive. Regarding development it means double the work as each mission in the game is composed of two traditional levels. As you correctly say the two levels are designed together to function as a whole. It’s not only the levels that are designed around the switching concept, every element in the game has been designed to maximize and enhance the switching gameplay. Enemy patterns and boss fights for example are created so that switching strategically is the optimal way to defeat them. You can of course brute force your way and take damage on one side in the lower difficulty settings but at higher settings proper and fast switching is a must.

The ship has limited energy to manage on both sides; can you explain how that’ll dictate gameplay?

As explained the level design and the enemies itself already force you to switch sides. However, we wanted to reward players that excel at this. All good shoot ’em ups have this layer system where you could just play or play for score. In Dimension Drive if you want to play for score, you need to switch a lot, destroy as much as you can on both sides, avoid taking any damage and control your energy meters for each side. Each side has its own energy bar that represents your ammo. If you stay too long firing in one single side you run out of energy and your only option is to switch to the other side to recharge. Whenever you reach one of these situations of low energy, the game will warn you and reset your score multiplier. If you switch frequently your energy on both sides will be balanced and your score can be maximized. Besides this, enemies drop energy crystals you can collect adding a third layer to further increase your score. This is a lot to take in for a new player but the game does not require you to do so if you don’t want to. Only if you want to play for score you need to manage all this.

Do you expect players to find swapping tricky initially, or is it your experience in testing that they adjust quite quickly?

We initially thought people will have a hard time coping with two screens. But after showcasing at many events and lots of play testing we can happily say this is not the case. The human brain is quite amazing, and people adapt to the dual gameplay quite quickly. Before they know it they are switching sides as if they were playing a single screen game. It’s important to note that while we have two levels we only have one ship so at one given moment you only need to keep track of one side (while watching through the rear-view mirror as we say the other one). We’ve also designed the difficulty curve in a way that first levels do not really force you to switch that much or do it so without many dangers. That way you can switch more carefree until you are used to it. Later levels of the game obviously require you to master the mechanic.

When we tried the PC build we found ourselves focused more on the left screen; do you find that players typically favour one side over the other?

Yes. What we have noticed is that a player will favour the screen they use the very first time. Normally the game has you starting on the left side, but if you play in co-op that may not be the case. It’s a curious thing. However, as people get more into the game this starts to wear off and people play both sides almost equally.

Beyond the swapping mechanic, what other features are you most pleased with in Dimension Drive? Power-ups, enemy designs and so on?

As the game progresses you unlock new abilities. The switching mechanic is only the first one. After you complete each World a new ability is unlocked. These abilities make Dimension Drive a unique take in the classical shoot ’em up formula. The second ability is the Inverse Drive that allows you to slow the scroll speed and turn your ship around to fire backwards. Naturally, World 2 levels have enemies and other items that make use of this ability. Finally, for World 3 we have the Drift Drive, this allows you to perform a short horizontal dash on the side you are currently on. While dashing you can cross through walls, or even enemies (actually dashing through enemies will instakill them). Be careful though, you don’t want to end a dash crashing into a rock.

These new mechanics that take what people think about shoot ’em ups and throws away the conventions is what we are proudest of. Our idea was to make a game that was an ode to the 80-90s arcade shoot’em up while bringing a new elements to the table.

Narrative seems to be quite important, too. Can you tell us about the story and how it’s told through the game?

When we decided to make the game bigger and go to Kickstarter we decided we needed a hero and a setting. That’s how the story came to be. We are very much sci-fi nerds and we wanted to create this space opera universe where several races are battling these so-called Dimensional Wars. The story narrates the fight of Jackelyne against the Ashajuls. The Ashajuls are a multidimensional race that are conquering one dimension of the multiverse at a time. The problem with this is that as there are infinite dimensions is a neverending war. Jackelyne must put a stop to this madness using The Manticore, the only ship (besides the Ashajul fleet) that can teleport through space and dimensions. This video explains it better than I do

Will the Switch version have any unique features?

The Switch version has feature parity with the Steam version. Obviously it’s the only version of the game you can play on the go and this is a big plus for us. Also the fact that you can play co-op with a single Switch and only 2 Joy-Cons is great. We remapped the controls so that the 4 inputs used in the game (Fire, Switch, Reverse and Dash) are in the face buttons. This makes it perfectly playable with a single Joy-Con per player. We have obviously added support for rumble and the Nintendo Switch Pro controller as well.

Do you think the shoot ’em up genre is on the rise at the moment? If so, why do you think that is?

I see a trend in developers bringing more shoot ’em ups to the market. I’m not totally sure of the reasons behind it. Of course, re-releases are kind of obvious from a business point of view. Publishers that have a catalog of shoot ’em ups release them again for new platforms to try to reach new audiences. The Switch being the newest console is a perfect example of this. We have seen several re-releases of old shoot ’em ups for it. We also think shoot ’em ups and arcade games in general are very well suited for the Switch, in the sense that replay times are short enough for bite sized plays on the go.

Finally, do you have a big pitch for our readers in order to get them excited for Dimension Drive?

Go get it once it is out; you will like it and we’ll be able to feed the aliens we keep in the basement! On a serious note, Dimension Drive is a new take on the shoot ’em up genre, it combines everything you loved from the classics with radically new ideas that will make you question what you think about these games. Also, Dimension Drive has already won several awards. At Gamescom it recently won the 1st prize of the Big Indie Pitch and last year it won the Momocon Indie Game Award. So, I guess we are making a game with some quality!


We’d like to thank David Jimenez for his time. Dimension Drive is due out on the Switch eShop soon.

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Japan’s Upcoming Splatfest Pits Agility Against Endurance

After Europe’s interesting Splatfest theme last weekend we learnt that North America would be receiving a much more fitting Halloween-inspired contest at the end of this week. Now it’s Japan’s turn to show off its theme for the occasion – Agility vs Endurance. 

The Japanese Twitter account for Splatoon 2 announced the festival.

It would appear that players are being asked to decide which of two options suits them best – whether or not this is supposed to be based on their play-style or general life habits is a mystery. The account also shared a rather wonderful illustration to support the Splatfest which you can view at the top of this article; the fact that the European edition didn’t get the same artistic love is perhaps for the best this time around.

What are your opinions on the recent Splatfest themes? Would you have preferred a different option for your region? Let us know in the comments.

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The Latest Zelda: Breath of the Wild Free Gift Actually Has a Fun Tip

The Legend of Zelda: Breath of the Wild has all sorts of quirky and fun things to do, with obvious examples like shield surfing, propelling mine carts with bombs and more. One of the quirkier little tricks is easily forgotten, though, and the latest ‘Tips from the Wild’ news post on Switch provides a handy pointer and gift.

It focuses on the fact that having a Rock Octorok (found in the Death Mountain region) suck up a rusty weapon will turn it into a shiny new bit of kit. Launching the game from the news post grants you a Rusty Broadsword with 6 power with which to try it out, and you can redeem the gift as often as you like.

This writer had actually forgotten this feature of the game, so we’ll file this as one of the ‘better’ Tips from the Wild posts. What other little tips would make for a good free gift in the game?

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Review: Pankapu (Switch eShop)

If you could only pick one genre that Nintendo systems have nailed down during their history, it would probably be the platformer. With the hat flinging, overall wearing mascot going on his own three dimensional odyssey at the end of this month, the Nintendo Switch has had a slew of top drawer 2D side scrollers to keep fans jumping for joy, whether it be the pixel art masterpiece and genre love letter Shovel Knight or Ubisoft’s talismanic Rayman coming late to the hybrid’s platform party.

While it wouldn’t be fair to suggest there is no more room for anyone else to bring a new IP along for the ride, it is both a critically and commercially daunting task to stand up and rub shoulders with some of the best examples of the genre, not just on Switch but in general. 

Pankapu, from French developer Too Kind, is the most traditional of 2D side scrolling platformers, and the game fits right into the console’s library in terms of its aesthetics.

What is immediately striking about Pankapu is its glorious, hand drawn art style and vivid colour palette. Golds and purples in particular positively burst from the Switch’s handheld screen, complimented by lighting effects and character animations that wouldn’t look out of place in any top class anime. The first hour or so with the title, then, is an admittedly beautiful if slightly cliche affair. Drawing inspiration from the aforementioned sprites and environments, mechanically it also takes a few cues from some legacy titles. From being accompanied by a floating side kick constantly demanding your attention, to collecting health fragments and unlocking special sword abilities, to a giant tree at the centre of the opening area, there is more than a hint of influence from a certain little Hylian adventurer early on in your quest. 

The game unfolds as the quest of warrior Pankapu on a ‘save the world’ affair, told as a bed time story to a young boy called Djaha’Rell by his father to help him sleep. Travelling across the dreamworld realm of Omnia, you will slay enemies in order to reach antagonist Gangreyn and find out what can be done to stop the nightmares before they invade humans. 

Throughout the game the player will find items that will, in turn, reveal the narrator Djaha’Rell’s own story. Panpaku himself is a silent hero, aided by your best friend and golden arachnid side kick, Chii. Chii is your voice and – as well as offering advice and in some sections – can sometimes transform to help you across certain terrain. 

Controlling Pankapu himself is pretty solid, but juggling abilities are a bit inconsistent – timing jumps while slashing your sword can be clunky, while charging an attack takes a little too long and affects the flow of the game. Felling standard (and the limited variety of) enemies reaps no financial or experience based rewards, so it’s up to the three main abilities – called Aegis that are unlocked as you progress – to add spice to the side scrolling sauce. 

As a warrior Pankapu wields a sword at the beginning of the game, gaining strength and courage from the Bravery Aegis, offering more of a melee based combat for close enemies. The Archer Aegis allows for long range attacks using a bow, as well as increased speed, and the Faith Aegis is more akin to a Mages skill set- being able to self heal, teleport and manipulate mechanical objects. The learning of these different skills, being able to switch on the fly and mastering their power prove vital in defeating Gangreyn. 

Exotic alternative names for upgrades and characters aside, the progression through Pankapu’s lush world also consists of collecting Mudjins – of which there are eleven in each level. These are cute, charming representations of positivity, and revisiting levels to collect them all uncovers secrets and treasure. There are loads of hidden paths and extra trinkets to find, and finding key areas and items will reward the player with backstory.

Although there isn’t much variety in terms of enemies, and certain foreground landscapes can feel a little intrusive, overall the game offers decent level design and immaculate presentation, with colourful narrative storyboards and a suitably elegant soundtrack. The titular hero has a fluid, floaty movement to him, and holding A will allow for higher jumps. There’s a pretty familiar moveset of jump and projectile based attacks to learn, and there are some frustrating sections – particularly where space is scarce and enemies are plentiful.

Regular checkpoints throughout the levels ensure progress is feasible, and from manipulating light sources to reveal your path to navigating the various caverns and outside environments, the experience is always visually pleasing. The difficulty does ramp up in the later stages, and boss battles are pretty albeit standard set pieces of observing attack patterns and slashing away to reduce an energy bar. At times the action flows and has a degree of satisfying kinetic energy that rewards the demanding precision, and this is where Pankapu shines, only to be halted abruptly by the occasional cheap surprise or cluster of enemies, which are easier to avoid than confront. Given the combat and ability system, that aspect of the game can feel a little conflicted. 

Conclusion

If you need a 2D platforming fix you can’t go far wrong with Pankapu. While the polished, crisp, beautiful presentation and gameplay are engaging enough, it is nevertheless slightly let down by a few elements that affect the beat by beat and overall flow of the game. The charming characters and parallel narrative are intriguing, and while the resonant themes, fantastical atmosphere and wonderful locales enchant and are especially vibrant on a big screen, the controls aren’t quite tight or precise enough considering the challenging level design an enemy combat. An enjoyable game, if not quite as strong as it could have been. 

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Activision Blizzard Consumer Products Group Arrives at Brand Licensing Europe 2017 with Spectacular Lineup Anchored by Esports and Franchises of the Future

Set for International Growth, New Partners Include Rubber Road, Paladone, Exquisite Gaming, ThinkGeek, NECA and Rossi

LONDON–(BUSINESS WIRE)– Activision Blizzard brings its powerhouse slate of franchises to Brand Licensing Europe 2017, along with a strong lineup of partners to drive the expansion of some of today’s hottest properties. Making its international debut, the recently formed Activision Blizzard Consumer Products Group (ABCPG) will present a roster of iconic, blockbuster titles, including: Call of Duty®, Skylanders®, Crash Bandicoot™ and Bungie’s Destiny from Activision; Overwatch®, Hearthstone® and World of Warcraft® from Blizzard Entertainment; and Candy Crush™ from King. Reaching a global audience of more than 400 million¹, the company’s franchises of the future feature thrilling gameplay, linear storytelling, esports and consumer products, offering exciting opportunities for multi-category licensing.

This press release features multimedia. View the full release here: http://www.businesswire.com/news/home/20171010006586/en/

Candy Crush™ ice cream from Rossi (Photo: Business Wire)

Candy Crush™ ice cream from Rossi (Photo: Business Wire)

“With some of the world’s most popular brands like Call of Duty and Overwatch, Activision Blizzard is helping re-define entertainment and the ways it is enjoyed,” said Tim Kilpin, CEO and president, Activision Blizzard Consumer Products Group. “We’re excited to work closely with our partners to create new and innovative merchandising opportunities that’ll bring fans around the world closer to their favorite videogames and characters, players and leagues.”

Commitment to International Growth

Activision Blizzard continues to invest in growth, most recently with the hire of Philippe Bost, vice president of International Consumer Products, Activision Blizzard. In his role, Philippe will drive international growth across the portfolio to provide added strength at retail and generate more engagement opportunities.

Additionally, ABCPG has recently appointed Tinderbox as the Call of Duty licensing agent to expand the company’s European footprint in key markets. This has resulted in such partners as Rubber Road, EMP, Paladone and Sun City, to date.

Further bolstering its growth trajectory, ABCPG is also collaborating with PowerStation Studios on the development of a rich assortment of creative assets for both Call of Duty and Overwatch. In doing so, they will help support the expansion of product variety and range providing broader opportunities for licensing and retail partners.

Esports

Activision Blizzard is squarely at the forefront of the competitive gaming phenomenon with its Overwatch League and Call of Duty World League. The esports market is expected to reach nearly 600M² viewers by 2020 and affords rich possibilities to give fans around the world new ways to play, display, wear and live the brands they love.

The Overwatch League is the first major global professional esports league with 12 city-based teams. The preseason begins on December 6 at Blizzard Arena Los Angeles with a series of exhibition matches—the world’s first chance to see Overwatch League professionals in action. The inaugural season kicks off on January 10, 2018 and will continue into June with the finals in July.

Additionally, the Call of Duty World League leveraged the global strength of the best-selling console franchise and the reach of MLG media network. This year’s competition awarded $4M in total prize money throughout the season, concluding with the Call of Duty World League Championship that took place in August.

Franchises of the Future

ABCPG drives some of the strongest, most culturally relevant IP in the entertainment industry reaching virtually all demographics. Licensing partners around the world are sustaining excitement for ABCPG’s powerhouse slate with a vast product line-up.

Activision Highlights

  • Call of Duty: With more than $15 billion³ in franchise revenue since inception, the pop culture phenomenon Call of Duty is one of the biggest videogame franchises of all-time. The highly anticipated new game – Call of Duty®: WWII – is scheduled for release on November 3. It will be supported by a roster of partners including: Rubber Road (Apparel, Accessories); Paladone (Apparel, Accessories); Sun City (Apparel); Exquisite Gaming (Cable Guys, Crates); Dreamtex (Bedding, Cushions, Beanbags); and Loot Crate (Dedicated Crate with exclusive items).
  • Crash Bandicoot: Leveraging the ’90s nostalgia trend, Crash came back in a big way this year with the top-selling Crash Bandicoot™ N. Sane Trilogy. New partners include: Exquisite Gaming (Cable Guys, Crates); Rubber Road (Apparel, Accessories); Bioworld International (Apparel); and NECA (Plush, Figures, Tabletop Games, Novelty).

Bungie Highlights

  • Destiny 2: Bungie’s award-winning Destiny is supported by a global community of passionate fans. On the heels of a successful Destiny 2 console launch in September, the highly-rated game saw player concurrency hit an all-time high for the franchise. Fans now are gearing up for the launch of Destiny 2 PC on October 24. Bungie’s Destiny consumer products program continues to expand globally with toys, figures, apparel, publishing and accessories, such as: ThinkGeek (Vinyl Figures, Apparel, Accessories); Funko (POP! Vinyls); McFarlane Toys (Action Figures); Razer (PC Gaming Peripherals); Prima (Strategy Guides); GB Eye (Posters, Mugs, Prints); and Rubber Road (Apparel, Accessories). Visit the Bungie Store at: http://bungiestore.com.

Blizzard Highlights

  • Overwatch: With more than 30 million players and more than 100 Game of the Year awards, Overwatch has captured imaginations and driven strong global engagement. The franchise is supported by: Bioworld International (Bags, Accessories); Good Smile Company (Figures); Razer (Mouse); J!nx (Hoodies); Dark Horse (Artbook); Funko (Figures); and Scholastic (Books).
  • World of Warcraft: The iconic World of Warcraft has engaged more than 100 million passionate players in an ever-evolving online adventure. World of Warcraft: Legion™ is one of the fastest-selling PC games ever, and Warcraft (2016) is the highest-grossing videogame film adaptation of all time. Partners include: Ju Ju Be (Bags and Accessories); J!nx (Apparel); Insight Editions (Cookbook); Funko (Figures); and Dark Horse (Publishing).

King Highlights

  • Candy Crush: With hundreds of millions of players, Candy Crush is one of the most popular mobile games in the world. The award-winning Candy Crush property is supported by partners like BakedIn whose Candy Crush Baking Kit won Best Licensed Food or Drink Range at the recent Licensing Awards. Additional partners include: Rossi (Ice Cream); Poetic Gem (Apparel); Mallowtree (Confectionary); Tikiboo (Activewear); Doshisha (Confectionary); and Partnership with Mrinalini Chandra (Jewelry).

Located at Booth #E40, ABCPG also will continue to highlight Skylanders and Hearthstone.

About Activision Blizzard Consumer Products Group

Activision Blizzard Consumer Products Group is a division of Activision Blizzard (NASDAQ: ATVI), an S&P 500 company and the world’s most successful standalone interactive entertainment company. Building on the existing consumer products businesses, the newly formed Activision Blizzard Consumer Products Group encompasses Activision, Blizzard and King’s franchises of the future. The division is passionate about working with best-in-class partners around the world to create high quality and deeply relevant merchandise that gives fans new ways to play, display, wear and live the brands they love. Activision Blizzard is home to iconic and beloved entertainment franchises, including Call of Duty®, Overwatch®, Bungie’s Destiny, Skylanders®, World of Warcraft® and Candy Crush™.

About Activision Blizzard

Activision Blizzard, Inc., a member of the Fortune 500 and S&P 500, is the world’s most successful standalone interactive entertainment company. We delight hundreds of millions of monthly active users around the world through franchises including Activision’s Call of Duty®, Destiny and Skylanders®, Blizzard Entertainment’s World of Warcraft®, Overwatch®, Hearthstone®, Diablo®, StarCraft®, and Heroes of the Storm®, and King’s Candy Crush™, Pet Rescue™, Bubble Witch™ and Farm Heroes™. The company is one of the Fortune “100 Best Companies To Work For®.” Headquartered in Santa Monica, California, Activision Blizzard has operations throughout the world, and its games are played in 196 countries. More information about Activision Blizzard and its products can be found on the company’s website, www.activisionblizzard.com.

About Bungie

Bungie is an independent, employee-owned game development studio dedicated to creating hopeful worlds that inspire passionate player communities. For more than two-and-a-half decades that purpose has led to the creation of some of the industry’s most celebrated gaming franchises, including Marathon, Myth, Halo, and Destiny. Today, Bungie is focused on creating new experiences and adventures for the Destiny 2 community to share.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Blizzard’s expectations, plans, intentions or strategies regarding the future, including statements about the company’s Consumer Products division, including with respect to Brand Licensing Europe 2017 and its partners, programs and expected international growth, the release dates of Call of Duty: WWII and Destiny 2 PC and the release dates and features of the Overwatch League, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Blizzard’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Blizzard as of the date of this release, and the company does not assume any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

© 2017 Activision Publishing, Inc. Activision, Call of Duty, Call of Duty: WWII, Skylanders and Crash Bandicoot are trademarks of Activision Publishing, Inc.

© 2017 Bungie, Inc. All rights reserved. Destiny, the Destiny Logo, Bungie and the Bungie Logo are among the trademarks of Bungie, Inc. Published and distributed by Activision. All other trademarks or trade names are the properties of their respective owners.

© 2017 Blizzard Entertainment, Inc. OVERWATCH, OVERWATCH LEAGUE, BLIZZARD, WORLD OF WARCRAFT, WORLD OF WARCRAFT: LEGION and BLIZZARD ENTERTAINMENT are trademarks or registered trademarks of Blizzard Entertainment, Inc.

¹Activision Blizzard has over 400 million Monthly Active Users (MAUs). We monitor MAUs as a key measure of the overall size of our user base. MAUs are the number of individuals who played a particular game in a given month. We calculate average MAUs in a period by adding the total number of MAUs in each of the months in a given period and dividing that total by the number of months in the period. An individual who plays two of our games would be counted as two users. In addition, due to technical limitations, for Activision and King, an individual who plays the same game on two platforms or devices in the relevant period would be counted as two users. For Blizzard, an individual who plays the same game on two platforms or devices in the relevant period would generally be counted as a single user.
²According to Newzoo 2017 Esports Market Report
³According to the NPD Group, GFK Chart-Track and Activision Blizzard internal estimates, including in-game content sales.

Activision/Activision Blizzard Consumer Products Group
Kerstine Johnson
+1.310.255.2508; kjohnson@activision.com
or
Blizzard Entertainment
Rob Hilburger
+1.949.242.8404; rhilburger@blizzard.com
or
King
Louise Ramsden
+44 (0) 7717 795 004; louise.ramsden@king.com

Source: Activision Blizzard Consumer Products Group

News Provided by Acquire Media

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