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Tag: games

  • Xiaomi’s Black Shark 2 gaming smartphone goes on sale

    Xiaomi’s Black Shark 2 gaming smartphone goes on sale

    Great news for mobile gaming fans looking to buy one of the most powerful gaming smartphones available on the market, as Xiaomi has just announced their new product, Black Shark 2 is now up for grabs in Europe.

    Initially introduced in China on March 18, Xiaomi Black Shark 2 can be purchased from Europe beginning March 28, at 6.00 PM CET. You’ll be able to buy the phone from every European country where Xiaomi officially sells its phone, and here is how much you’ll have to pay.

    The Black Shark 2 with 8GB RAM and 128GB internal memory will be available for purchase for €549, while the 12GB RAM and 256GB storage will cost €649. For customers in the UK, the smartphone will be available for £479 and £559, respectively.

    If you take away its gaming-related features, the Black Shark 2 remains a very powerful flagship smartphone, so even if you’re not a gamer, it can be a great alternative to Samsung, LG and Huawei’s flagships.

    Speaking of gaming features, Xiaomi explains that the Black Shark 2 embeds the only direct touch liquid cooling system in the work. Also, the phone’s display benefits from the world’s lowest latency touch.

    As far as US availability goes, we doubt this will come in the United States at all since Xiaomi hasn’t yet officially entered the market, although it repeatedly said it will eventually happen.

  • AR version of Angry Birds comes to iOS this spring

    AR version of Angry Birds comes to iOS this spring

    Remember when Angry Birds was the most popular mobile game around? Many of you who played religiously ended up moving on to more graphically complex games. Maybe Rovio’s characters, which the company once said would make it the next Disney, suffered from overexposure with licensing deals. The fowl foul had their faces plastered all over the place from Band Aids to board games to underwear.

    You can’t say that Rovio hasn’t tried to keep up with the times. VR versions of Angry Birds are available for Oculus Rift and Vive, and an AR variant of the game can be played on the Magic Leap headset. And today, the company has announced that Angry Birds AR: Isle of Pigs will soon be available for certain Apple iPhone and Apple iPod models. Using Apple’s ARKit, a flat surface like a coffee table is overlaid with different stages while the phone itself becomes the slingshot.

    Players can walk around each stage, looking for hidden items and areas where the pigs might be most vulnerable to attack. Rovio is offering the game for free in partnership with Resolution Games, although we are pretty sure that there will be some in-app purchasers that players can make.

    “We’re delighted to bring the beloved physics-based gameplay of Angry Birds to life through augmented reality. It’s an especially timely moment to bring our avian friends to mobile AR for the first time, as this year marks the tenth anniversary since the release of the first Angry Birds game.”-Kati Levoranta, CEO, Rovio Entertainment

    “This game evokes the core of what makes AR gameplay truly AR. With its engaging characters, classic Angry Birds slingshot gameplay and ability to move around the structures, it utilizes the unique elements of Apple’s ARKit and showcases what AR gameplay is capable of, which is pretty amazing when you see it come to life.”- Tommy Palm, Resolution Games.

    Angry Birds AR: Isle of Pigs is available today to pre-order from iTunes and it will be released in the late spring of 2019. Don’t expect to see an AR version of Angry Birds for Android anytime soon since the phone version of the new AR Angry Birds game is an Apple exclusive for now.

    For those familiar with the old Angry Birds games, the rules are the same. You try to knock down as many pigs as possible by using a slingshot to propel one of the Angry Birds toward the swine. One difference is that now you see the slingshot from a first-person perspective. Fling back on your phone to send the Angry Bird flying toward its target. Originally, there will be as many as 40 different levels in the game.

    Angry Birds AR: Isle of Pigs is compatible with all iPhone models dating back to the iPhone 6s, all iPad Pro models, iPad fifth and sixth generation, and the new iPad Air and iPad Mini tablets introduced yesterday.

  • UNIQLO to Launch UTs Celebrating Megahit Capcom Game Series  Monster Hunter and Street Fighter

    UNIQLO to Launch UTs Celebrating Megahit Capcom Game Series Monster Hunter and Street Fighter

    UNIQLO, Japanese global apparel retailer, announces that it will launch a special UT (UNIQLO graphic T-shirts) collaboration collection that celebrates the megahit game series Monster Hunter™ and Street Fighter® from Capcom, a leading worldwide developer and publisher of video games. The Game by Street Fighter UT collection will begin rolling out at UNIQLO stores and through UNIQLO.com starting Monday, April 15. The Game by Monster Hunter UT collection will be available in Mid-June.

    Making its arcade debut in 1987, the Street Fighter game series is considered the progenitor of the fighting game boom that began in the 1990s. A new collection of unique UT designs celebrating the Street Fighter franchise highlights world warriors such as Ryu and Ken in various designs. Street Fighter®UTs include designs with controller button commands, as well as a pixel art rendition of a rare double K.O. from the game. Artwork from the latest Street Fighter title popular in the international esports scene, Street Fighter® V: Arcade Edition, features dramatic illustrations of the games’ iconic characters.

  • First Lenovo Legion store in Philippines

    First Lenovo Legion store in Philippines

    The first Lenovo Legion concept store in the Philippines has opened as the tech company strengthens its gaming business.

    The Quezon City outlet, at less than 40sqm on the fourth floor of the Annex Building, showcases the brand’s Legion gaming machines in a setting that allows customers to personally examine and experience the products. Lenovo intends to host mini tournaments at the venue to “engage the local gaming community,” according to its statement on the opening.

    Lenovo Philippines GM Michael Ngan expressed the firm’s intentions to open as many such stores in the territory as possible, depending on available spaces, with a possible four outlets planned for this year. He added that the Philippines is seen as a strong growth space for the company’s Lenovo Legion gaming sub-brand. He hinted that the firm’s Legion of Champions e-sports tournament may be held in the Philippines.

    “We’ve had a lot of customers asking why don’t we host in the Philippines … so I’m lobbying that we can have the opportunity to host the fourth edition here in Manila,” he said.

  • HKT Payment adds marketplace to mobile wallet

    HKT Payment adds marketplace to mobile wallet

    HKT Payment has launched a new virtual store within its Tap & Go mobile wallet to allow customers to purchase online game virtual gift cards.

    The new Tap & Go Marketplace will offer a wide range of gift cards including Google Pay Gift Codes, PlayStation Network, Xbox and hvmod cards.

    Once payment is complete, a PIN will be instantly installed within the Tap & Go marketplace that can be easily redeemed on the respective online marketplace.

    “We are excited to launch the Tap & Go Marketplace and extend the service to better meet the needs of the game-savvy segment,” HKT Financial Services head Monita Leung said.

    “Not only does online purchase via Tap & Go Marketplace give customers full control over their spending and peace of mind with secure payments, but it also offers gamers greater convenience and a seamless experience.”

    The launch follows the introduction of the Faster Payment System in September that allows customers to instantly top up their mobile wallet.

    Leung said HKT Payment plans to continuously expand the gift card categories available over Marketplace to cover music, videos and software.

    HKT Payment secured Hong Kong’s second ever stored value facilities license in 2016.

  • Nintendo makes comeback in Korea with Switch

    Nintendo makes comeback in Korea with Switch

    Nintendo, the Kyoto-based game company, returned to Korea. After almost disappearing over the past decade in the storm of mobile and online games, it is returning to the market with Switch, a retro console that marries the latest technology with old favorites, like Pokemon. A 41-year-old surnamed Kim, a father of three, recently found his new favorite hobby: playing Switch. His two favorite games are Diablo 3 and Legend of Zelda: Breath of the Wild, both of which he used to enjoy years ago at attending university.

    He now plays the latest versions.

    “To advance to a higher level on smartphone games, I have to spend a lot of time and money, so I lost interest,” said Kim. “As for Switch, it’s like the games I played when I was younger. Just like arcade games, I can save the game and can continue playing it where it ended whenever I want. Also, the game itself is not too difficult.”

    Plenty of people seem to agree with Kim.

    Global sales of Switch from its introduction in March 2017 through late 2018 totaled 32.27 million units, according to a report from Nintendo. On average, 33.5 Switch consoles have been sold per minute. A total of 163.61 million Switch titles were bought during the same period.

    The Switch ended 2018 as the year’s best-selling hardware platform both in unit and in dollar sales terms, according to a report from NPD Group, a U.S.-based market-research company. Both in units and dollars, the Switch was the best-selling game since Sony PlayStation 4 in 2015.

    The Switch boom is evident in Korea, where consoles are not generally very popular. The product has been generating 51 percent of game sales at Emart, the main marketing channel for Switch.

    According to a report from Korea Creative Content Agency (Kocca), the size of the console game market in Korea grew by 42.2 percent from 2016 to 2017. Sales of Switch – which totaled more than 110,000 units in the first month of its release in Korea in December 2017 – and the rise of the related software sales were major contributors to the game market expansion, the report argues.

    Revival of Retro

    Nintendo, which was founded in 1889 as a playing-card company, most recently became an icon of innovation around year 2000 when it introduced Nintendo DS and Wii. Each sold more than 100 million units, and the strong sales in Korea led to the development of similar games locally.

    The success was short lived. The market began to change around 2010 as smartphone games started to develop and lead the market. In 2011, Nintendo experienced its first annual earnings loss since it was listed on the stock exchange in 1983.

    The company sought a rebound the following year with the Wii U, but only 13 million units were sold.

    Nintendo suffered losses for three years, and its presence in the console game market gradually waned with the dominance of the Sony PlayStation 4 and Microsoft’s Xbox. Nintendo’s share price dipped to as low as 8,060 yen ($73) from its November 2007 peak of 70,500 yen. The company’s weak performance continued until 2016, when Nintendo shook the game world with Pokemon Go, its wildly popular augmented-reality smartphone game.

    The comeback was confirmed with the release of Switch the following year.

    Popular with young and old

    Nintendo’s timing couldn’t have been better. It released Switch just as the newtro trend was gaining ground. Newtro, a portmanteau of new and retro, is reviving many long-dormant styles and products.

    The most popular titles in the early days of Switch – Super Mario Odyssey, Legend of Zelda and Pokemon: Let’s Go, Pikachu! – are the latest versions of classic games that people now in 30s and 40s used to enjoy when younger.

    “Switch looks very similar to the portable arcade games that people now in 30s and 40s first used in their childhood,” said researcher Jang Min-ji from Kocca. “As the generation that grew up with these games now has purchasing power, similar games are bought by people in that generation.”

    “Even younger people – those in their teens and 20s – who have never experienced these games, are finding Switch refreshing in that unlike smartphone and traditional console games, users can carry it around and play it while in bed, not to mention connect the games to television. Such charms of Switch have captivated people across age groups,” Jang said.

    The global newtro trend was evident at Consumer Electronics Show (CES), held in Las Vegas in early January. Though many people gathered to experience Sony’s state-of-the-art games with virtual reality and augmented reality, bigger crowds gathered at booths for classic games, like Street Fighter II and Double Dragon.

    “It has become a new trend for people in their 30s and 40s to reminisce about their past, while the younger generation fulfills their fascination for the newtro style,” said Kim Gyeong-geun, a merchandiser at a local toy seller, Toy Friends.

    Growing tired of mobile games

    Another key contributor to the growing demand for classic games is the gradual loss of interest in mobile games, which dominated the local market over the past several years. Players are growing tired of the free-to-play model, which is employed by the majority of mobile massively multiplayer online role-playing games (Mmorpg).

    With free-to-play mobile games, players can download the game either for free or at a low price, but they are compelled to spend more to improve the gaming experience.

    In a report on the success of Switch, Lee Taek-su from KB Research wrote, “In the past, most people did not agree with the idea of spending money on console game software that costs between 50,000 won [$44.40] and 60,000 won, since they could easily play mobile games for free or for around 1,000 won to 2,000 won. But as a growing number of players start to have the experience of spending much more cash on mobile games, their perceptions have started to change.”

    The diversity of games that could be interesting to people of different ages and gender, and the fact that these games can be enjoyed by multiple people at once through the connection of hardware, are few reasons Switch is gaining popularity.

  • Mattel to launch BTS doll this summer

    Mattel to launch BTS doll this summer

    Toy retailer Mattel has announced a comprehensive, worldwide licensing agreement with popular South Korean boy band BTS. The creative collaboration will debut the first-ever line of BTS fashion dolls this summer. Under a multi-category license with BTS under its label, Big Hit Entertainment, Mattel will create dolls, collectible figures, games, and more. The collaboration will launch with a toy line created to resemble the band’s seven members – RM, Jin, Suga, J-hope, Jimin, V and Jung Kook – styled after their looks from the YouTube record-breaking “Idol” music video.

    “BTS is a pop-culture music phenomenon that transcends age, culture and language, and through this partnership, Mattel will offer a new way for millions across the world to engage with the band,” said Mattel’s SVP & global brand GM Sejal Shah Miller.

    “Partnering with established franchises that have global appeal is a cornerstone of our strategy and given our creative expertise, we are perfectly suited to create products celebrating BTS”.

    The BTS fashion dolls were unveiled at this week’s Hong Kong Toys & Games Fair.

  • Singtel launches ultra-fast broadband for gamers

    Singtel launches ultra-fast broadband for gamers

    Singtel has launched a new ultra-fast fiber broadband service targeted at gamers, which comes bundled with a dedicated gaming Wi-Fi modem.

    The new 1+1 Gbps Fibre Pro Gamer Bundle comes with the newly launched Razer Sila gaming router and a subscription to the WTFast Gamer Private Network service, which is designed to automatically connect gamers to the fastest servers.

    The bundle is priced at S$69.60 ($50.41) on a 24-month contract, and connects to a dual network which comprises 1Gbps of dedicated bandwidth for gaming and another 1Gbps for regular internet usage.

    The dedicated bundle is being launched today at the opening day of Singtel’s first PVP Esports Championship in Suntec City, a three day event featuring teams from Australia, India, Indonesia, the Philippines and Thailand competing for a $300,000 prize pool.

    “We are pleased to offer our customers this broadband bundle that’s specially designed for online gaming during our inaugural PVP Esports Championship event,” Singtel CEO consumer Singapore and group chief digital officer Yuen Kuan Moon said.

    “Online gaming is extremely popular with our customers. This requires high connectivity performance and specialized devices to optimize the gaming experience. By bringing together Singtel’s superior network connectivity and Razer’s Sila gaming router, we believe the 1+1 Gbps Fibre Pro Gamer Bundle will provide the ultimate performance for gamers.”

  • Staggering 32.8 million people playing online games in Vietnam

    Staggering 32.8 million people playing online games in Vietnam

    The gaming market is projected to make $365 million this year, making it the 28th largest in the world.

    More than a third of Vietnam’s population play online games and they are expected to spend $365 million on virtual entertainment this year, making it the 28th biggest market in the world, according to a games data site.

    The Amsterdam-based Newzoo, which surveyed online players in major cities, estimated that 32.8 million people will be playing online games in Vietnam this year. Players’ ages range from 10 to 50 years old, with more than half of them from 21-35 and usually with a paid job.

    The survey found 45 percent of gamers play across all platforms, from PC to mobile and console.

    Women account for 43 percent of “active” players on PC/laptop, defined by those who play more than once a month, the survey found.

    This new information is important for games producers in Vietnam given the small ratio of games designed for women.

    More than half of Vietnam’s population of nearly 92 million has access to the internet.

    A report this month from social media marketing and advertising agency We Are Social found Vietnamese Facebook users had jumped 40 percent from last year to around 64 million, making Vietnam the 7th most active country on the social network.

    Google statistics in April also showed that many Vietnamese people spend their summers searching on Google and watching YouTube.

    Trailers on the site got more than 500 million views across the country in summer 2016, up a staggering 136 percent from the previous year. Every day during that summer, 100 million mobile searches were made on Google in Vietnam, it said.

  • AirAsia is official airline partner for SEA Games 2017

    AirAsia is official airline partner for SEA Games 2017

    Budget airline AirAsia Bhd has lent its support to Malaysia’s hosting of the 29th Southeast Asian Games from Aug 19 to 31, 2017 and 9th Asean Para Games from Sept 17 to 23, 2017.

    As a Gold Sponsor, AirAsia will be providing flights for the Malaysia Organising Committee (MASOC) officials within the airline’s Asean network for the purpose of organising both sporting events.

  • Indonesian game developers wake a sleeping giant

    Indonesian game developers wake a sleeping giant

    Avid gamer Alwin Daniel, 24, likes to drift off into his cell phone during his tight daily schedule.

    The Jakarta-based business analyst is intrigued, for example, by the meme-worthy Tahu Bulat, a locally made mobile game.

    “What got me hooked on the game is the fact that the more you play it, the more you can get upgrades and the more money you can collect. It’s an addictive cycle,” Alwin told.

    Tahu Bulat, literally “round tofu”, is the invention of Bandungbased game developer Own Games. Soon after its launch, it leaped onto Google Play Store’s “hit games” list in May last year, even beating Android’s top game Clash of Clans with more than 1 million downloads.

    Without Tahu Bulat’s popularity, not many people would realize what is going on in the local gaming industry, something that could be described as a sleeping giant.

    With little policy support or infrastructure, a number of skillful developers have so far managed to drive up the industry’s impact on the domestic economy through continuous creation and surging credibility.

    Indonesia has about 400 developers who have produced over 1,000 games, according to research by game engine company Unity3D.

    The country had the world’s fastest growing number of mobile game players as of August 2015.

    Indonesia is also the country with the largest amount of mobile game downloads in the world. Some 96 percent of mobile internet users play these games.

    Revenues from the local gaming industry jumped significantly by 77 percent to US$321 million in 2016.

    The skill and the potential of Indonesian game developers has transcended borders as more collaborations with foreign developers are now taking place.

    One such example is the collaboration between Indonesian developer True Digital Plus Indonesia (TDPI), a local unit of Bangkok-based PC and mobile games developer True Digital Plus (TDP) and South Korean developer Supreme Games, which created a mobile strategy game called Triumph Over Pain.

    “Through this game, TDP and Supreme Games will continue to be active in developing the local creative industry by providing the proper benchmark for how local mobile games should be and how skilled our local developers are,” said TDPI’s country director Sofian Martineau, claiming that Triumph Over Pain was the first Action-Based Role Playing Game (RPG) to be released on a mobile platform in Indonesia.

    Several globally well-known action RPG titles include The Elder Scrolls series, the Diablo series and the Dark Souls series, but these titles have yet to make the crossover to the mobile platform.

    Despite its tremendous potential, the gaming industry, which is a subsector of Indonesia’s creative economy, is still largely ignored by the government, a reality acknowledged by the Communications and Information Ministry’s informatics application director general Semuel Abrijani Pangerapan.

    “Right now, local game developers only control 10 percent of the local market share. This could even shrink to 3 percent if the government doesn’t realize the industry’s potential to contribute to economic growth,” he recently said.

    With help from the government, local developers might be able to control 50 percent of the local market by 2020, Semuel said.

    Being a country with the fifth largest number of smartphone users in the world, Indonesia has an immense cell phone user base, and therefore the potential for developing a prominent mobile games industry was significant, he added.

    At present, regulations affecting the gaming industry are minimal and among the few is a decree from the communications and information minister on the Indonesian game rating system (IGRS), which divides games into five different age categories, namely all ages, 3 years and above, 7 years and above, 13 years and above and 18 years and above.

  • PLAYe is revolutionizing how people play games with 3-in-1 online-mobile-offline platform

    PLAYe is revolutionizing how people play games with 3-in-1 online-mobile-offline platform

    It partners with retailers to offer interactive experiential centres. Hobbyists usually have to go to a store to buy their favourite games and collectibles. Depending on where they are based, they may have a limited range of merchandise to choose from and have to wait sometime to lay their hands on the items. “Is there a better way of delivering value to the end-user?” This is a question that a team of 20 people from tech firm Corous360 tried to solve in developing PLAYe, a 3-in-1 online-mobile-offline integrated platform. Launched in July 28, 2015, it aims to redefine the Asian consumer experience and to bring together all consumer profile channels into one.

    PLAYe claims to be the next wave of evolution for games and entertainment. It offers consumers an enhanced user experience wherein they can browse through a wide range of latest games and merchandises and make them accessible, convenient and secure purchase transactions via an app and online platform. The app is now available for download for free from Apple App Store and Google Play store.

    Consumers can also pre-order upcoming merchandises through PLAYe app and have them delivered to their doorstep.

    PLAYe also provides an up-close visual experience at retail outlets, also known as interactive experiential centres. These outlets double as convenient collection points for online purchases. Through its curated contents, PLAYe engages the gamers and hobbyist community by delivering timely and customised news at their fingertips. According to the Corous360, the most unique selling point is an in-built push-to talk function that further enhances the users’ experience.

    “Our goal is to bring the store front “face-to face/human interaction” experience to you through ASK PLAYe, which serves as a concierge service to consumers, where consumers can engage in a conversation on the latest range of collectibles and gadgets and offers updated information on the newest games and products at the push of a button,” said Kelvin Tay, CEO of Corous360.

    The PLAYe experiential centres are expected to be rolled out in the next six to twelve months.

    Kelvin added that they are ‘reinventing’ the shopping experience for the end-user by combining the satisfaction and reliability of the physical retail experience with the convenience and speed of a mobile platform.

    “The online and mobile platform becomes an extension of the physical store, and the physical store becomes an experiential centre that guides the consumer through the catalog and product descriptions,” he explained.

    The benefits for retailers

    Not only is PLAYe useful to consumers. According to Kelvin, PLAYe is also trying to solve the age-old problem of finite resources.

    “Anybody can point out that m-commerce/e-commerce represents the next opportunity for growth for retailers. The question, of course, is how would any given retailer accomplish a credible platform to tap into this growth without diverting their current limited resources?,” he said.

    By tapping into the PLAYe platform, Kelvin explained that retailers will be provided with a “plug and play” cost-effective e-commerce to integrate with their physical stores. They can then concentrate on their core strength which is to provide a superior brick-and-mortar experience. PLAYe will then work hand-in-hand with the retailer to realise their unique retail experience online.

    “For retailers, PLAYe app is able to reach out to a wider audience beyond the geographical location of a physical retail shop. Our PLAYe platform tracks both offline and online transactions. This consumer profiling allows the retailers to make more accurate forecasts on consumer demands, which helps improves their business efficiencies,” he said.