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Balance Sheet Also Improves the Company’S Already Strong Position When Negotiating Publishing Contracts
Remedy Entertainment Extensive report 4/2021 Atte Riikola +358 44 593 4500 [email protected] Inderes Corporate customer This report is a summary translation of the report “Kasvupelissä on vielä monta tasoa pelattavana” published on 04/08/2021 at 07:42 Remedy Extensive report 04/08/2021 at 07:40 Recommendation Several playable levels in the growth game R isk Accumulate Buy We reiterate our Accumulate recommendation and EUR 50.0 target price for Remedy. In 2019-2020, Remedy’s (previous Accumulate) strategy moved to a growth stage thanks to a successful ramp-up of a multi-project model and the Control game Accumulate launch, and in the new 2021-2025 strategy period the company plans to accelerate. Thanks to a multi-project model EUR 50.00 Reduce that has been built with controlled risks and is well-managed, as well as a strong financial position, Remedy’s (previous EUR 50.00) Sell preconditions for developing successful games are good. In addition, favorable market trends help the company grow Share price: Recommendation into a clearly larger game studio than currently over this decade. Due to the strongly progressing growth story we play 43.75 the long game when it comes to share valuation. High Low Video game company for a long-term portfolio Today, Remedy is a purebred profitable growth company. In 2017-2018, the company built the basis for its strategy and the successful ramp-up of the multi-project model has been visible in numbers since 2019 as strong earnings growth. In Key indicators 2020, Remedy’s revenue grew by 30% to EUR 41.1 million and the EBIT margin was 32%. -
How to Buy DVD PC Games : 6 Ribu/DVD Nama
www.GamePCmurah.tk How To Buy DVD PC Games : 6 ribu/DVD Nama. DVD Genre Type Daftar Game Baru di urutkan berdasarkan tanggal masuk daftar ke list ini Assassins Creed : Brotherhood 2 Action Setup Battle Los Angeles 1 FPS Setup Call of Cthulhu: Dark Corners of the Earth 1 Adventure Setup Call Of Duty American Rush 2 1 FPS Setup Call Of Duty Special Edition 1 FPS Setup Car and Bike Racing Compilation 1 Racing Simulation Setup Cars Mater-National Championship 1 Racing Simulation Setup Cars Toon: Mater's Tall Tales 1 Racing Simulation Setup Cars: Radiator Springs Adventure 1 Racing Simulation Setup Casebook Episode 1: Kidnapped 1 Adventure Setup Casebook Episode 3: Snake in the Grass 1 Adventure Setup Crysis: Maximum Edition 5 FPS Setup Dragon Age II: Signature Edition 2 RPG Setup Edna & Harvey: The Breakout 1 Adventure Setup Football Manager 2011 versi 11.3.0 1 Soccer Strategy Setup Heroes of Might and Magic IV with Complete Expansion 1 RPG Setup Hotel Giant 1 Simulation Setup Metal Slug Anthology 1 Adventure Setup Microsoft Flight Simulator 2004: A Century of Flight 1 Flight Simulation Setup Night at the Museum: Battle of the Smithsonian 1 Action Setup Naruto Ultimate Battles Collection 1 Compilation Setup Pac-Man World 3 1 Adventure Setup Patrician IV Rise of a Dynasty (Ekspansion) 1 Real Time Strategy Setup Ragnarok Offline: Canopus 1 RPG Setup Serious Sam HD The Second Encounter Fusion (Ekspansion) 1 FPS Setup Sexy Beach 3 1 Eroge Setup Sid Meier's Railroads! 1 Simulation Setup SiN Episode 1: Emergence 1 FPS Setup Slingo Quest 1 Puzzle -
009NAG – September 2012
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you. -
THIS WEEK ...We Focus on Some More Titles That Have Made an Impression on Eurogamer Readers, and Reveal Why
Brought to you by Every week: The UK games market in less than ten minutes Issue 6: 14th - 20th July WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ...we focus on some more titles that have made an impression on Eurogamer readers, and reveal why. Plus - the highlights of an interview with Tony Hawk developer Robomodo, the latest news, charts, Eurogamer reader data, price comparisons, release dates, jobs and more! Popularity of Age of Conan - Hyborian Adventures in 2009 B AGE OF CONAN VS WII SPORTS RESORT #1 A This week we look at the Eurogamer buzz performance around two key products since the beginning of 2009. First up is the MMO Age of #10 Conan - a game which launched to great fanfare this time last year, but subsequently suffered from a lack of polish and endgame content. #100 Eurogamer.net Popularity (Ranked) Recently the developer, Funcom, attempted to reignite interest in the game by marketing the changes made in the build-up to its first anniversary - point A notes a big feature and #1000 Jul free trial key launch, while point B shows the Feb Mar Apr May Jun Jan '09 Age of Conan - Hyborian Adventures re-review which put the game right at the top of the pile earlier this month - whether that interest can be converted into subs is a different question, but the team has given itself a good Popularity of Wii Sports Resort in 2009 chance at least. -
Flemeth of Dragon Age
JOURNAL OF COMPARATIVE RESEARCH IN ANTHROPOLOGY AND SOCIOLOGY Copyright © The Author, 2015 Volume 6, Number 2, Winter 2015 ISSN 2068 – 0317 http://compaso.eu Powerful elderly characters in video games: Flemeth of Dragon Age Elisabeta Toma1 Abstract As games are becoming an increasingly popular medium in various demographic and professional strata, scholars are discussing their content and how they shape society. However, despite an increase in gender analysis of video games, little has been written about orienting games towards an elderly audience, or game representations of aging and older persons. Games specifically designed for older persons are focused on improving cognitive functions, starting from the assumption that the elderly are in need of special games in order to repair age-related deficits. This repair-focused design philosophy comes at the expense of pursuing a broader understanding of quality of life and non-programmatic entertainment. Games-for-fun that also explicitly target the elderly as an audience are almost invisible. In this article we turn our attention to a powerful elderly feminine character in an AAA game designed for entertainment without a serious mission, namely Flemeth from Dragon Age. We discuss how the game depicts and models older characters: What repertoire of portraits has Flemeth as an old woman, in the Dragon Age games? How does Flemeth contribute to an enlarged repertoire of portrayals of old women in video games? We conclude that Flemeth’s gender and age displays in Dragon Age do not impoverish her portrayal but, on the contrary, turn her into a powerful and complex character, thus offering a model for game design to represent and invite older players. -
Rhythm Game Development Toolkit for Touchscreen Devices
Rhythm Game Development Toolkit For Touchscreen Devices Project Proposal Project Philip Philip , Fall CIS 400, Peng , Members: Philip H. Peng 2011 Advisor: Dr. Stephen H. Lane - 10 CIS 400, Fall 2011, University of Pennsylvania 2011 - All images used in this belong to their rightful owners 25 Problems/Motivation Touchscreen Devices - New technology, becoming common - Touch-driven input paradigm - Games need to be redesigned Rhythm Games Proposal Project - Many kinds, common backend - Each game designed for specific game mode - Specialized hardware Philip , Fall CIS 400, - Inaccessible, uncommon Peng - Few rhythm games for touchscreens (-Beats) , 2011 - 10 2011 - 25 Related Work Relevant Games Parappa The Rapper, Beatmania, Pop ‘N Music, Dance Dance Revolution, Taiko No Tatsujin, Guitaroo Man, Osu! Tatakae! Ouendan!, Guitar Hero, jubeat, DJMAX Technika, Hatsune Miku: Project DIVA Proposal Project Simulators StepMania, BM98, Frets on Fire, osu!, Project – Project DXXX–, Youbeat Philip , Fall CIS 400, Peng Beats , - http://beatsportable.com 2011 - Released 1yr ago, for Android phone + tablets - 10 2011 - 350k+ downloads so far, 4.6/5.0 avg rating - 25 Approach Three targets: - Usability Cross-platform, open source, easy to port, modular and easy to extend Proposal Project - Multi-Mode Components allow for support of multiple gameplay modes and data formats Philip , Fall CIS 400, - Touch-Driven Peng , Interface and input components designed for 2011 touch-driven input paradigm - 10 2011 - 25 Approach: Usability Features - http://code.google.com/p/beats2 -
Ada: a Journal of Gender, New Media, and Technology Issue No. 1 Confronting Toxic Gamer Culture: a Challenge for Feminist Game Studies Scholars
Confronting toxic gamer culture: A challenge for feminist game studies scholars Author(s): Mia Consalvo DOI: 10.7264/N33X84KH URL: http://adanewmedia.org/2012/11/issue1-consalvo Published: 15 November 2012 Copyright © 2012. This work is licensed under a Creative Commons Attribution- NonCommercial-NoDerivs 3.0 Unported License. Ada: A Journal of Gender, New Media, and Technology ISSN 2325-0496 Ada: A Journal of Gender, New Media, and Technology Issue no. 1 Confronting toxic gamer culture: A challenge for feminist game studies scholars Mia Consalvo Concordia University With increasing frequency the ugliness of gamer culture is being put on display for the wider world to see. While I was writing this piece, for example, a Canadian blogger created a game where one can punch and bruise the face of Anita Sarkeesian, creator of the popular website Feminist Frequency: Conversations with Pop Culture (Spurr, 2012). The game was in response to news of her Kickstarter campaign, where she proposed investigating portrayals of women in videogames over the past few decades. The game was only the latest in a string of attacks on Sarkeesian for her proposed project: she also received death threats, had her Wikipedia page defaced with pornographic imagery, and was repeatedly harassed on the Kickstarter page and elsewhere. About a month prior to that, in June 2012 a controversy erupted about Lara Croft’s alleged past in the latest Tomb Raider game, where sexual assault had helped form her character according to one of the game’s developers (Schreier, 2012). In May, the annual videogame expo E3 became the topic of controversy when multiple sources declared it a space hostile to women and juvenile in its approach to games (Alexander, 2012; Williams, 2012). -
Empire Earth III Extended Electronic Manual
Empire Earth 3 Empire Earth 3 Empire Earth III Extended Electronic Manual Welcome to the Empire Earth III extended electronic manual!! This special edition of the EE3 manual was created to provide updated information about the game including game adjustments and changes that were updated after the printed manual was completed, give users further details about game features that © 2007 Sierra Entertainment, Inc. All rights reserved. Empire Earth, Sierra and their could not fit into the printed manual, and allow users to find the respective logos are either registered trademarks or trademarks of Sierra Entertainment, Inc. in the U.S. and/or other countries. Mad Doc Software, Mad Doc®, the Mad Doc latest information about the game in a single location. flask, and the Mad Doc logo are either registered trademarks or trademarks of Mad Doc Software, LLC. All rights reserved. This product contains software technology licensed from GameSpy Industries, Inc. © 1999-2007 GameSpy Industries, Inc. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries, Inc. All rights reserved. Portions of this software are included under license. © 2006 Numerical Design, Ltd. All Rights Reserved. AGEIA™ and PhysX™ both stylized and non-stylized, are trademarks of AGEIA Technologies, Inc. and are used under license. The NVIDIA logo, GeForce and “The Way It’s Meant To Be Played” logo are registered trademarks or trademarks of NVIDIA Corporation in the United States and/or other countries. Uses Bink Video Technology. Copyright © 1997-2007 by RAD Game Tools, Inc. Uses Miles Sound System. Copyright © 1991-2007 by RAD Game Tools, Inc. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
Legend of Grimrock
Asset package - DM Items, Wallset - for Legend of Grimrock – Usage Manual – Version 3.0 March 25, 2014 by Ralf Hinrichsen 'germanny' Now with almost all DM items! Inquisitor and Diamond Edge Ven Bomb Ful Bomb Germanny´s Dmcsb Pack 2 for Grimrock Introduction This Dungeon Master wallset pack - short 'dmcsb_pack' – his a modhifcathion resource for people who want to buhild a Legend of Grimrock custom dungeon. Te goal his to help recreathing the old game Dungeon Master or hits sequel Chaos strhikes back whith the Legend of Grhimrock edhitor, but hit can be used from anyone for any other hidea. At thhis thime, the set his most complete! To rebuhild a full DM, monster assets and masshive Lua scrhipthing are necessary. This set has most of the hitems and almost all dungeon assets you need hincluded now. I ghive most of my spare thime for about fve months to create the set. This was a bhig load of work! Please nothice that there was not enough thime to scrhipt all objects well, alter for your needs. Legal notes* As far as hi know, no assets, textures or models from other sources are used by me. Some scrhipt hideas may come from others, hif hi know of hit, hi whill refer to them hin the credhits. Don´t dhistrhibute or modhify the graphhical or model elements of thhis set under a new name or whithout my permhisshion. Te hincluded scrhipts – hif so – may used freely. Please be respectful and reference me in your modifcation´s credits, if you use this pack in your custom dungeon. -
Digital Distribution and Games As a Service
Science and Technology Law Review Volume 16 Number 1 Article 14 2013 Digital Distribution and Games as a Service Marco Mereu Patrick Hudson Steve Nix J. J. Richards Follow this and additional works at: https://scholar.smu.edu/scitech Recommended Citation Marco Mereu et al., Digital Distribution and Games as a Service, 16 SMU SCI. & TECH. L. REV. 25 (2013) https://scholar.smu.edu/scitech/vol16/iss1/14 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. Digital Distribution and Games as a Service SYMPOSIUM PANEL I Panelists Mr. Marco Mereu, uCool Mr. Patrick Hudson, Robot Entertainment Mr. Steve Nix, GameStop Mr. JJ Richards, MOGA Dean John Attanasio: Good morning. My name is John Attanasio, and I am Dean of the SMU Dedman School of Law.' It is my pleasure to welcome you here this morn- ing. The law school has a very rich intellectual life, not only in the class- room, but also outside the classroom. On January 28-29, 2013, Justice Antonin Scalia visited SMU as a Dis- tinguished Jurist in Residence.2 Our own Professor Bryan Garner joined him on January 28 in presenting their book3 to a sold-out audience.4 This is our fifth time doing this event. It is one of my favorite events of the year, in part because it is always a very rich conference, but mostly because I am an avid gamer myself.