Metro 2033’ – More Than a Cinegame?
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Weekly News Digest #47
INVESTGAME Nov 16 — Nov 22, 2020 Weekly News Digest #47 Hi everyone, Last week we decided to create the archive of the weekly newsletter for your convenience — click here to access it. Roblox to go public on the New York Stock Exchange CAbased video game platform Roblox has filed its S1 registration documents targeting an IPO on NYSE before the end of this year. Roblox has neither disclosed the sum it’s planning to raise, nor the valuation of the company. Founded in 2004, Roblox Corporation has raised $335.9m investments over the course of 8 rounds with the most recent Series G round closed in Feb 2020 — raising $150m at a $4B postmoney valuation. Just eight months later in Oct 2020, Roblox’s rumored potential IPO valuation was said to be $8B. Such an impressive valuation enhancement could be explained by the strong demand for entertainment content due to COVID19 and shelterinplace orders (Roblox’s DAUs increased by 90% from 19.1m in Q4’19 to 36.2m DAU in Q3’20). The company’s financial results over the last twelve months ending 30 Sep 2020 are: > $1,477m Bookings vs. $727m Revenue — Roblox gradually recognizes revenue over the average lifetime of a paying user; > ($245m) Loss from operations vs. +$301m Free cash flow. Roblox is an operationally profitable business (taking into account bookings numbers), and we consider the rumored $8B as a probable valuation at IPO. The valuation multiples in such case would be 5.4x Bookings, 11.0x Revenue, and 27x Free cash flow. -
Longing for Decay in Computer Games
“Ruinensehnsucht” - Longing for Decay in Computer Games Mathias Fuchs Centre for Digital Cultures, ICAM Leuphana University/ Germany [email protected] ABSTRACT There is no technical reason and no quality inherent to the medium of computer games that would require corrosion, dust, and ruins. Pixels do not corrode and 3D geometry is not affected by physical decay. Yet if we look at contemporary computer games we find an abundance of ruined buildings, of mould and of all forms of decay of organic matter and inorganic materials. It would be too easy to explain this fact by an attempt to increase realism, because some of these games clearly feature more decay than reality could ever produce. There must be a longing of designers and players to immerse themselves within an environment of disintegrating, decaying objects. The author investigates the longing for decay along four threads that are informed by computer games history, art history, psychoanalytic reasoning and the concept of transmedia megatext. Keywords ruins, digital dust, creative games, computer games history, psychoanalysis, philosophy of games, pathos formula, transmedia megatext. DIGITAL DUST Some of the most interesting of recent computer games celebrate the beauty of ruins and invite us to get immersed into landscapes of ruins from antiquity to space age. The ruins are set in post-nuclear war environments (Metro 2033)1, sites of archaeological excavations and discovery (Tomb Raider)2, technological disaster areas (Fallout3, S.T.A.L.K.E.R.4), medieval environments (Assassins’s Creed)5, industrial wreckage (UnrealTournament)6, mythological places that are known for the buildings they once contained (Ruins)7, or even completely fictional places (Journey)8. -
THQ Nordic Acquires the German Game Developer and Publisher Handygames
Press release Karlstad, Sweden, July 9, 2018 THQ Nordic acquires the German game developer and publisher HandyGames THQ Nordic GmbH today announced the acquisition of the game developer and publisher HandyGames, headquartered in Giebelstadt, Germany. THQ Nordic GmbH is acquiring 100% of the shares for a total cash consideration of 1 million euro. In addition, the parties have agreed a potential performance based earnout of up to 1.5 million euro. Founded in 2000, HandyGames has released more than 150 games on a multitude of platforms, utilizing a wide range of technologies. Current game development is focused on iOS, Android, Oculus Rift, Samsung Gear VR, HTC Vive, tablet computers, Android TV, Wearables as well as digital-only releases on next generation consoles. The company currently has about 50 employees. HandyGames will continue operating as a developer and publisher for value-priced projects under the management of THQ Nordic GmbH in Vienna. For more information about HandyGames, please visit https://www.handy-games.com/en/ For additional information, please contact: Lars Wingefors, Group CEO Tel: +46 708 471 978 E-mail: [email protected] About THQ Nordic THQ Nordic acquires, develops and publishes PC and console games for the global games market. The company is a major player within game and partner publishing with an extensive catalogue of over 100 owned franchises, such as Saints Row, Dead Island, Homefront, Darksiders, Metro (exclusive license), Titan Quest, MX vs ATV, Red Faction, Delta Force, Destroy All Humans, ELEX, Biomutant, Jagged Alliance, SpellForce, The Guild amongst others. THQ Nordic has a global publishing reach within marketing, sales and distribution, both online and offline. -
SR Menuguide 2018-2019.Pdf
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Ambience in Games
University of Portsmouth School of Creative Technologies Faculty of Creative and Cultural Industries An investigation of ambient gameplay By Mark Eyles The thesis is submitted in partial fulfilment of the requirements for the award of the degree of Doctor of Philosophy of the University of Portsmouth. September 2012 Abstract Inspired by Brian Eno's ambient music, which is persistent and supports different levels of engagement, this research explores ambient gameplay in computer, video and pervasive games. Through the creation of original games containing ambient gameplay and looking for ambient gameplay in existing commercial games, this research focuses on gameplay that supports a range of depths of player engagement. This research is not concerned with ambient intelligent environments or other technologies that might support ambience, but focusses on gameplay mechanisms. The definition of ambient music is used as a starting point for developing a tentative set of properties that enable ambient gameplay. A game design research methodology is initially used. Two very different research games, Ambient Quest (using pedometers) and Pirate Moods (using RFID, radio-frequency identification, technology) are analysed. The resulting qualitative ambient gameplay schema contains themes of persistence, discovery, engagement, invention, ambiguity and complexity. In order to confirm the wider applicability of this result a case study of an existing commercial game, Civilization IV, is undertaken. Ambient gameplay properties of engagement, complexity, abstraction, persistence and modelessness identified in Civilization IV, and other commercial games, are combined with the ambient gameplay schema to develop a definition of ambient gameplay. This definition is the basis for a set of investigative lenses (lenses of persistence, attention, locative simultaneity, modelessness, automation and abstraction) for identifying ambient gameplay. -
The German Games Industry 2019/20
The German games industry 2019/20 Insights, facts and reports Anno 1800, the latest instalment Editorial 4 of the renowned strategy series, is being developed in close connection Investing in the German games market 6 with the loyal Anno community. Ten good reasons for investing in the German market Federal budget includes 50 million euros for games funding for the first time Associations, networks and funding 14 German market for digital games: 16 facts and figures Germany’s developer landscape 26 Job market situation and education 30 opportunities Gaming studios and companies 32 That’s what they said: German devs 48 and industry experts about Germany’s gaming industry Esports in Germany 50 gamescom: celebrate the games 56 Education register 60 Association register 64 Company register 66 Contents 3 Dear Readers, Some 520 companies in Germany are active in the development and marketing of games, providing jobs Germany is one of the most important markets for for over 11,000 people. Universities in many large computer and video games worldwide. No European German cities also train new talent for all major areas country generates higher sales with games and the of the games industry. Germany also plays a special associated hardware. Germany’s benefits as a business role in the esports segment: some of the world’s largest location include its geographical position in the heart tournaments, the ESL One tournaments, take place of Europe and its excellent infrastructure, as well as its here. And the ESL itself, one of the most important membership in the EU and the uninhibited exchange it organisers of esports tournaments and leagues in the therefore enjoys with over half a billion people on the world, is headquartered in Germany. -
A Massively Multiplayer Online Game
Project Number. MLC1112 Broken World: A Massively Multiplayer Online Game A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degrees of Computer Science and Interactive Media and Game Development by Nathanael Thorn Mark Troutt and the Degree of Interactive Media and Game Development by Ethan Lawrence Date: April 26, 2012 Approved: Professor Mark Claypool, Major Advisor Professor Joshua Rosenstock, Major Advisor 1 Abstract Broken World is a non-violent, non-competitive MMO set in an expansive post-fuel world with an emphasis on building a community. The art style is drawn from the real world, using low-poly models. The game is built upon a unique peer-to-peer networking model, which allows for a low-resource server. It also features a terrain rendering system that utilizes PNGs to store landscape data efficiently. Along with the game, a suite of custom development tools were built to allow developers to insert game content quickly. Post-development, the game and its related technologies were evaluated for their effectiveness. 2 Table of Contents Abstract ........................................................................................................................................... 2 Table of Contents ............................................................................................................................ 3 1 Introduction ................................................................................................................................. -
THQ Nordic Acquires Alone in the Dark
Press release Karlstad, Sweden, September 19, 2018 THQ Nordic acquires Alone in the Dark THQ Nordic has acquired the survival horror classic series “Alone in the Dark” and RTS-series “Act of War” from Atari Europe SAS, France, including all of its assets, intellectual property and publishing rights. About Alone in the Dark Alone in the Dark is originally developed by Infogrames and the first game was released 1992 and had average Gamerankings of 90%. The original story is based on the writings of H. P. Lovecraft. Six games of the series have been released, with various themes and locations. Two comic books and two films were created based upon the games. About Act of War Act of War is a real-time strategy game developed by Eugen Systems that featured a fine-grained story, fabricated by NYT bestselling author Dale Brown. For additional information, please contact: Lars Wingefors, Founder and CEO Tel: +46 708 471 978 E-mail: [email protected] About THQ Nordic THQ Nordic acquires, develops and publishes PC and console games for the global games market. The company has an extensive catalogue of over 100 owned franchises, such as Saints Row, Dead Island, Homefront, Darksiders, Metro (exclusive license), Titan Quest, MX vs ATV, Red Faction, Delta Force, Destroy All Humans, ELEX, Biomutant, Jagged Alliance, SpellForce, The Guild amongst others. THQ Nordic has a global publishing reach within marketing, sales and distribution, both online and offline. The company has a global presence, with its group head office located in Karlstad, Sweden and with operational offices in Vienna, Austria and Munich, Germany. -
Embracer Group Acquires Appeal Studios, KAIKO, Massive Miniteam and FRAME BREAK
Press release Karlstad, Sweden, 11 May 2021 Embracer Group acquires Appeal Studios, KAIKO, Massive Miniteam and FRAME BREAK Embracer Group AB (“Embracer”) through its subsidiaries THQ Nordic GmbH and Amplifier Game Invest AB have entered into four acquisition agreements to acquire 100% each of Appeal Studios S.A., KAIKO GmbH, Massive Miniteam GmbH and FRAME BREAK AB. In addition, THQ Nordic is today also announcing that it has founded Gate 21 in Bosnia and Herzegovina. The aggregated day one purchase price for all four acquisitions amounts to approximately SEK 71 million on a cash and debt free basis. THQ Nordic has made the following acquisitions: Appeal Studios SA: THQ Nordic GmbH has acquired Belgium-based- Appeal Studios S.A.– the original creators behind Outcast (1999). Appeals Studios was founded in 2018 and is currently engaging 55 employees. The team is currently developing an innovative Open-world sci-fi action adventure that has not been officially announced. See Appeal Studios' website for further information, https://www.appeal-studios.com/. KAIKO GmbH: THQ Nordic GmbH has acquired the Frankfurt-based KAIKO – the developer behind numerous technically challenging ports such as in Red Faction Guerrilla Re-Mars-tered, Legend of Kay Anniversary, Darksiders: Warmastered, Darksiders II: Deathinitive Edition and most recently Kingdoms of Amalur Re-Reckoning and its upcoming expansion Fatesworn. The studio was founded 2014 and currently engages 10 employees. See KAIKO's website for further information, http://www.KAIKOgames.com/. Massive Miniteam GmbH: THQ Nordic GmbH's studio and publisher, HandyGames has acquired the German-based studio Massive Miniteam. The acquisition is the first one done by HandyGames. -
Koch Media Group
KOCH MEDIA GROUP THREE YEARS WITHIN EMBRACER GROUP WE ARE THE KOCH MEDIA GROUP Our motivation to join the Embracer Group WHY WE JOINED BUILDING PRINCIPLES PROMISE COMMITMENT Entrepreneurship Trust Unlock Potential Leadership Global Vision Empowerment Grow Faster Right Time & Right Place Corp Architecture Corp Family Seize Opportunities Go Beyond Our M&A process and subsequent onboarding M&A PHASE BUILDING PRINCIPLES PROMISE COMMITMENT Due Diligence Personal ..was kept Long-term Key Areas Parent Company .. continued as before Respect Professional Sister Companies Ambitious Swift What happened since we joined the Embracer Group STUDIOS PUBLISHING OUR FIRST 3 YEARS FILM / MERCH Founded Koch Media Acquired Warhorse Acquired Voxler Studio Acquired Vertigo Joined Embracer Poland Studios Games Group (THQ Nordic) Acquired KSM Films Acquired GAYA Acquired Sola Media Founded Koch Media Entertainment Japan Feb 2018 Feb 2019 Jun 2019 Jul 2019 Aug 2019 Oct 2019 Feb 2020 Jul 2020 Aug 2020 Sep 2020 Oct 2020 Nov 2020 Acquired 18Point2 Converted Deep Silver, (Koch Media Founded Koch Media Acquired Flying Wild Acquired Milestone Inc. to Koch Media Australia) Czech QA Studio America Hog (3 Studios) Launched Metro Founded Koch Media Launched Exodus Launched Oscar- Hong Kong Kingdom Come: Winner PARASITE Deliverance What happened since we joined the Embracer Group OUR TALENTS FEB 2021 incl. organic growth FEB 2021 plus M&A incl. organic 1250 FEB 2018 growth 500 1900 328 80 +147% 60 1070 38 770 +39% 570 404 510 STUDIOS 3 4 10 PUBLISHING 10 13 14 FILM / MERCH -
Embracer Group Acquires Zen Studios
NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, IN THE UNITED STATES, AUSTRALIA, CANADA, NEW ZEALAND, HONG KONG, JAPAN, SOUTH AFRICA OR ANY OTHER JURISDICTION WHERE SUCH RELEASE, PUBLICATION OR DISTRIBUTION WOULD BE UNLAWFUL OR WOULD REQUIRE REGISTRATION OR ANY OTHER MEASURES. Press release Karlstad, Sweden, 18 November 2020 Embracer Group acquires Zen Studios Embracer Group AB ("Embracer"), through its wholly owned subsidiary Saber Interactive (“Saber”), has today entered into an agreement to acquire 100 percent of the shares in ZEN Stúdió Kft (“Zen Studios”). Zen Studios is a game developer and publisher of interactive entertainment for all major digital game platforms. Zen Studios is the producer behind the well-established Pinball FX and Zen Pinball franchises. Through the acquisition, Saber onboards a reputable team that has generated original titles alongside collaborations with some of the most well- known entertainment studios. “Zen Studios has been a quietly legendary studio for over 17 years, making the very best digital pinball games. They currently own the pinball market and I see tremendous opportunity for growth and expansion. They have also showed the ability to expand into other genres. They have access to the best talent in Hungary and now, as part of Embracer Group, Zen will have the resources and support to take their creativity and technical ability to another level” says Matthew Karch, CEO Saber Interactive and Director of the Embracer Board. Background and rationale Zen Studios, founded in 2003 as a work-for hire tech company by four developers, is an independent premium video game developer and publisher of interactive entertainment for all major game platforms. -
Hitachi Ansaldo Baltimore Rail Partners, LLC: Awarded 400.5 Million USD Contract for Baltimore Metro Subway Link by the Maryland Transit Administration
FOR IMMEDIATE RELEASE Hitachi Ansaldo Baltimore Rail Partners, LLC: Awarded 400.5 million USD contract for Baltimore Metro Subway Link by the Maryland Transit Administration. Baltimore, USA, 26 July, 2017 - Hitachi Ansaldo Baltimore Rail Partners, LLC, a company established between Hitachi Rail Italy SpA and Ansaldo STS USA, Inc. (the US subsidiary of Ansaldo STS SpA), has been awarded a $400.5 million contract from Maryland Transit Administration (MTA) to provide a new metro fleet of railcars and a Communication Based Train Control (CBTC) system for the Baltimore Metro Subway Link. The project features 78 state-of-the-art Hitachi railcars and the replacement of the existing signaling system with an advanced CBTC system by Ansaldo STS. The new Baltimore metro has been designed to be highly innovative in terms of safety, passenger comfort and design, with a 30-year life-cycle capable of providing an average journey of 80,000 miles per year. Each bi-directional vehicle will have a minimum composition of two identical stainless steel cars, "married pair", with the ability for multiple compositions. Each car has 76 seats and a total capacity of 196 passengers. The floor structure guarantees fire resistance for at least 30 minutes, in compliance with the NFPA (National Fire Protection Association) 130 requirements. Each car is fully-motorized, with an IGBT inverter per each motor bogie. All interiors, seat layouts, arrangement of accessories, and heating and lighting systems are designed to provide maximum comfort to passengers and to meet the requirements for access, travel and movement under the Americans with Disabilities Act (ADA).