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Randy Rowald 2016-06-01
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The CEO of Take-Two Interactive Strauss Zelnick has launched a stinging attack on the first wave of high-end VR devices, claiming the majority of gamers have neither the funds nor the space to support them.

Speaking at a conference in in New York, the GTA V distributor said systems like the Oculus Rift and the hulking PCs necessary to power them are way too expensive right now.

I don't know what people could be thinking.

Zelnick also claimed the majority of would-be consumers simply don t have a full room they re able to devote to immersive VR gaming.

Zelnick s real talk comes just a couple of weeks after he mentioned the possibility of Take-Two and Rockstar pursuing it aggressively for franchises like GTA and Red Dead Redemption should it become the platform of choice for consumers.

Of course, some modders have already served up an idea of what GTA V may look like in full VR and, quite frankly, it's brutal.

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0
Lamont Shaw 2017-12-17
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Despite recently entering into a publishing agreement with Take-Two Interactive, Obsidian has taken to its official forums to announce that its upcoming RPG will not be featuring any microtransactions or loot boxes.

In response to speculation on whether or not the controversial business models would be included, the company offered a simple “no” before going into more detail surrounding the nature of its deal with Take-Two’s indie publishing arm, Private Division.

“We also wanted to say a word about our partnership with Private Division, our publisher on this title,” Obsidian wrote.

“Far from ‘pushing’ us to put anything — microtransactions or otherwise — into our game, Private Division has been incredibly supportive of our vision, our creative freedom, and the process by which we work to make RPGs.

They have been fantastic partners, and we are extremely excited to work with them through release, to put what we know is going to be an amazing game into as many hands as possible.”

The concerns surrounding Obsidian’s upcoming game were actually triggered by the fact that Take-Two had previously stated that all of its future games would feature “recurrent consumer spending opportunities.” However, it appears that Obsidian’s game, and perhaps all games published under the Private Division label, will be exempt from this policy.

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Adrian Bray 2017-11-30
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Loot boxes in video games have been a contentious topic over the last few months, as more and more titles relegate progression systems and rewards to what is essentially a randomized form of gambling — but if you were to ask Grand Theft Auto V and NBA 2K18 publisher Take-Two about loot boxes, it would have a different definition of gambling.

Speaking at a Credit Suisse event (via GameSpot), Take-Two president Karl Slatoff said that the company “[doesn’t] view [loot boxes] as gambling,” echoing statements made by the Entertainment Software Board.

Earlier this month, the ESA released a statement to Glixel, saying that “loot boxes are a voluntary feature in certain video games that provide players with another way to obtain virtual items that can be used to enhance their in-game experience,” and insisted that they weren’t gambling, in large part because they are optional.

That might be the case in single-player games like Middle-earth: Shadow of War or when they’re for purely cosmetic items as they are in Overwatch, but this argument doesn’t seem to apply to Star Wars: Battlefront II.

The game was initially scheduled to launch with a special currency that could be acquired using real money, which could then be spent on loot boxes that would exponentially increase the rate at which players could improve their character’s abilities.

This put players who didn’t want to spend cash at a disadvantage, as they would have to play for hours on end in order to have the chance to earn similar stats.

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Dwight Black 2017-08-02
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NBA 2K17 has come out on top as publisher Take-Two Interactive’s top-selling sports game ever, selling more than 8.5 million copies.

In an earnings report today for the first quarter of fiscal year 2018, Take-Two noted that the basketball title NBA 2K17 was one of the largest contributors alongside titles like Grand Theft Auto Online to net sales, which grew 28 percent to $348.3 million.

Players are also spending more money than ever on the NBA 2K series, as consumer spending for the title grew 64 percent this past quarter.

Take-Two has some big plans for NBA 2K17.

It’s coming to Nintendo Switch later this year, and next year, the NBA 2K-centric esports league starts up in partnership with the National Basketball Association.

The publisher has been trying to make inroads as an esports game, and we’ll find out in 2018 if the NBA-sponsored league will be enough to give it a boost into a market that’s slated to grow to $1.5 billion by 2020.

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Edmond Mccolpin 2016-11-02
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Take-Two Interactive shipped more than 4.5 million copies of Mafia III to retailers in its first week, and the company said in its earnings release today that it is the fastest-selling game in the history of the 2K label.Mafia III shipped after the September 30 close of Take-Two s second fiscal quarter, debuting on October 7.

2K didn t provide early copies of the game to the press, and some reviews came in pretty poor.

I rated it at 75 out of 100, largely because of bugs and other problems in the execution of the gameplay.

But the story about Lincoln Clay, an African-American man who took on the Italian mob in 1968 in a fictional city that resembles New Orleans, was spectacular.Michael Pachter, an analyst at Wedbush Securities, estimated before the earnings were released that sell-in to retailers for Mafia III was likely around 3.5 million copies.

He noted that negative reviews with lower scores surfaced the week after the launch.

Those negative reviews will likely have an impact on preorders by retailers, Pachter wrote.I m glad to see that Mafia III sold well at the outset, as the story really gives players something to think about.

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Paul Mize 2017-11-16
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It’s good that players are voicing concerns now, because this is only the beginning.

buying in-game items, virtual currency, and DLC) comprised 42% of its most recent quarterly revenue (“It’s been transformative,” said CEO Strauss Zelnick), and that the company intended to henceforth focus on exclusively publishing games with “recurrent consumer spending hooks.” For Ubisoft, the publisher behind Far Cry, Assassin’s Creed, and many others, the figure was 51%.

Publishers look at numbers like Take-Two’s revenue figures, or the popularity of loot boxes in Overwatch, and take it as justification that players want more.

However, that is the circular reasoning of corporate entertainment production at work, absolving producers of their role in creating that layer desire in the first place.

The naked, cynical capitalism of the phrase “recurrent player spending hooks” undercuts any explanations focused on positive player experience.

Major video game publishers like EA and Ubisoft are publicly traded companies in an industry with rapidly-inflating overhead costs, and so following the money is always a reasonable exercise for explaining behavior.

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George Mitchell 2017-10-28
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Its first release day game was Neckbolt’s Yono and the Celestial Elephants, which came out on the Nintendo Switch, Steam, and Utomik at the same time earlier this month on October 12.

Utomik a subscription service that offers unlimited play and costs $6 per month for a single player and $10 for a family plan that supports up to four players.

Utomik has been in open beta for nearly two years now, and it’s grown its library significantly.

CEO Doki Tops says that hosting games as soon as they launch complements the way players use Utomik, which is to explore new titles and revisit old games they’ve already played.

Its roster of triple-A titles are generally on the older side, like Volition’s Saints Row: The Third from 2011 and BioWare’s Star Wars: Knights of the Old Republic from 2003.

“Netflix raised the expectations that people have of a subscription service with their addition of Netflix Originals.

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Raymond Powers 2016-08-04

MoreA promotion for the computer game "Grand Theft Auto Five" is show in a Game Stop gaming story in Encinitas, California September 17, 2013.

Reuters - Videogame publisher Take-Two Interactive Software Inc reported a 13 percent rise in revenue, helped by strong sales of its "Grand Theft Auto V" and "NBA 2K16" titles.

Take-Two, like its rivals, has also benefited from a shift by players downloading digital copies of its videogames – which generate higher margins – rather than buying physical game discs.

Take Two's net revenue rose to $311.55 million in the first quarter ended June 30 from $257.30 million a year earlier.

Digital downloads accounted for about 55 percent of revenue in the quarter.

Net loss narrowed to $38.57 million, or 46 cents per share, from $67.02 million, or 81 cents per share.

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John Feeney 2017-12-14
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Known for publishing BioShock, Borderlands, and Rockstar Games’ Grand Theft Auto, Take-Two Interactive announced a new publishing label.

This new label, called Private Division, focuses on smaller games from independent developers.

In the announcement (via Polygon), Take-Two described Private Division as a “developer-focused publisher” that will give independent studios the ability to develop the games they want to create.

This includes giving them the support they need to make these passion projects critically and commercially successful.

All developers that publish through this label will be able to retain the rights to their intellectual property.

Private Division is now the publisher of Squad’s Kerbal Space Program, which was acquired by Take-Two earlier in 2017.

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Carol England 2017-05-31
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p Although it may affect the immediate future of the game, Take-Two has a lot of series under its belt, so this could lead to a sequel one day.

Publishing giant Take-Two Interactive has purchased Kerbal Space Program, meaning it will own the franchise moving forward and will be responsible for keeping the existing game functional and up to date on various platforms.

It will, however, continue to work with the original developer Squad on any future updates.

For such a grandiose subject matter as rocket and jet powered flight, it is perhaps poetic that the history of Kerbal Space Program has been a little shaky.

While it’s maintained a cult following for more than half a decade, Squad has sustained rumors of poor working conditions and a number of the original developers left in 2016.

Part of that could be to do with the fact that Squad’s main function is not as a game developer, but it is in multimedia digital design.

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Thomas Cann 2017-06-15

The letter, he said, said Open IV must shutter because it allows "third parties to defeat security features of its software and modify that software in violations of Take-Two's rights."

I'm not familiar with this tool.

Does it actually allow third parties to defeat security features of the software?

Because if it does, I can understand why Take-Two would be doing this... but given what's been the case just about every other time I've seen that kind of language, and especially coming from Take-Two, I'm inclined to believe that it doesn't.

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John Larsen 2016-05-18
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Grand Theft Auto V hasn t run out of gas yet.Take-Two released its financial results for the fiscal year 2016 today, posting a GAAP generally accepted accounting practices net revenue of $1.414 billion, up 31 percent from the previous year.

Non-GAAP revenue was slightly down for the year $1.561 billion compared to $1.669 billion the previous year and quarter $342.5 million compared to $427.7 million for fiscal fourth quarter 2015 .These non-GAAP numbers were better than expectations from within the company.

Fiscal 2016 marked the third consecutive year of stronger-than-expected Non-GAAP revenues and profits for Take-Two, said Strauss Zelnick, chairman and chief executive officer of Take-Two, in a press release sent to GamesBeat.

Our results were driven by the continued extraordinary performance of Grand Theft Auto V, ongoing momentum in our NBA 2K and WWE 2K series, the successful launch of XCOM 2, and our highest-ever revenue from recurrent consumer spending.

Battleborn, which launched earlier this month, will also be a part of fiscal 2017.

The report also noted that Rockstar Games, developer of Grand Theft Auto V and Red Dead Redemption, is working on a new project that the company will announce soon.

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Jesse Rodriguez 2017-11-09
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Following the news that Ubisoft's income from 'player recurring investment' had eclipsed direct digital game sales for the first time this week, Take-Two Interactive appears keen for a slice of that same pie - with the result that all its future titles will include opportunities for ongoing revenue.

In the company's 2Q 2018 earnings call, transcribed in part by Gamasutra, Take-Two's chief executive Strauss Zelnick confirmed a major change in the way his company will operate.

'We've said that we aim to have recurrent consumer spending opportunities for every title that we put out at this company,' Zelnick told analysts and investors during the call.

'It may not always be an online model, it probably won't always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board.

That's a sea change in our business.'

While it's known to Ubisoft as 'player recurring investment (PRI)' and Take-Two as 'recurrent consumer spending (RCS)', the two companies are discussing the same thing: a recurring revenue stream generated from players through in-game purchases, downloadable content, season passes, subscriptions, and in-game advertising and sponsorship deals.

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Monte Martin 2016-06-27
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According to the companies, CivilizationEDU will differ from the retail release - which has racked up eight million sales since its launch in 2010 - by including a learning analytics engine which captures students' progress and assesses their problem-solving skills as they work to 'think critically and create historical events, consider and evaluate the geographical ramifications of their economic and technological decisions, and to engage in systems thinking and experiment with the causal/correlative relationships between military, technology, political and socioeconomic development.'

The information gathered by the integrated analytics engine will be provided to teachers on a web-based dashboard, which generates progress reports, demonstrates how in-game accomplishments relate to problem solving skills; and provide access to instructional resources, lesson plans, tutorial videos, and an in-depth gameplay guide.

'For the past 25 years, we ve found that one of the fun secrets of Civilization is learning while you play,' claimed Sid Meier of his creation.

Civilization players find fun in discovering new civilizations, running into famous historical leaders, and charting their own version of human history.

Along the way, players learn valuable lessons from their success and failures and are able to try again, employing different choices and strategies.

CivilizationEDU is to launch in the US in 2017 as a downloadable title, with pricing and international availability yet to be confirmed.

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Keith Hake 2018-08-07
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Last May, Christoph Hartmann stepped down from his role as president of Take-Two Interactive’s 2K Games — and he’s landed as vice president of Amazon Game Studios.

In his new role, he’ll be leading Amazon’s internal game development teams in three cities, overseeing first-party titles New World and Crucible.

Amazon has found some successes in the gaming space — most notably with the livestreaming platform Twitch, which it acquired in 2014.

This year, it has been pushing more into esports.

It hosted its second annual Mobile Masters tournament this year, where players competed for a $100,000 prize pool in games like World of Tanks Blitz and Critical Ops.

In March, it launched GameOn, a service geared toward helping developers integrate esports features in their PC, console, and mobile titles so long as they’re hosted on Amazon Web Services.

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Manuel Scarborough 2016-06-23
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The award-winning series is now 25 years old, but its basic gameplay hasn t strayed from enabling players to build and run their own empires from the Stone Age to the modern age.The companies announced the game at the 13th Annual Games for Change Festival in New York.

Developed by Firaxis Games, Sid Meier s Civilization V was one of the most critically acclaimed PC games of 2010, and earned numerous awards and accolades.CivilizationEDU will provide students with the opportunity to think critically and create historical events, consider and evaluate the geographical ramifications of their economic and technological decisions, and to engage in systems thinking and experiment with the causal/correlative relationships between military, technology, political and socioeconomic development, the companies said.GlassLab, a nonprofit that also made SimCityEDU, will add a learning analytics engine to CivilizationEDU to capture students progress and assess their problem-solving skills – harnessing the popularity and innovation of interactive entertainment and turning it into a powerful tool for the classroom and alternative to standardized tests.

Civilization has challenged millions of people around the world to revisit and experience history, pursue boldly exploration, and create their own societies based on their passions and freedom of choice.

I can t think of a better interactive experience to help challenge and shape the minds of tomorrow s leaders.

For the past 25 years, we ve found that one of the fun secrets of Civilization is learning while you play, added Sid Meier, founder and director of creative development at Firaxis Games, in a statement.

Along the way, players learn valuable lessons from their success and failures and are able to try again, employing different choices and strategies.

collect
0
Randy Rowald 2016-06-01
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The CEO of Take-Two Interactive Strauss Zelnick has launched a stinging attack on the first wave of high-end VR devices, claiming the majority of gamers have neither the funds nor the space to support them.

Speaking at a conference in in New York, the GTA V distributor said systems like the Oculus Rift and the hulking PCs necessary to power them are way too expensive right now.

I don't know what people could be thinking.

Zelnick also claimed the majority of would-be consumers simply don t have a full room they re able to devote to immersive VR gaming.

Zelnick s real talk comes just a couple of weeks after he mentioned the possibility of Take-Two and Rockstar pursuing it aggressively for franchises like GTA and Red Dead Redemption should it become the platform of choice for consumers.

Of course, some modders have already served up an idea of what GTA V may look like in full VR and, quite frankly, it's brutal.

Adrian Bray 2017-11-30
img

Loot boxes in video games have been a contentious topic over the last few months, as more and more titles relegate progression systems and rewards to what is essentially a randomized form of gambling — but if you were to ask Grand Theft Auto V and NBA 2K18 publisher Take-Two about loot boxes, it would have a different definition of gambling.

Speaking at a Credit Suisse event (via GameSpot), Take-Two president Karl Slatoff said that the company “[doesn’t] view [loot boxes] as gambling,” echoing statements made by the Entertainment Software Board.

Earlier this month, the ESA released a statement to Glixel, saying that “loot boxes are a voluntary feature in certain video games that provide players with another way to obtain virtual items that can be used to enhance their in-game experience,” and insisted that they weren’t gambling, in large part because they are optional.

That might be the case in single-player games like Middle-earth: Shadow of War or when they’re for purely cosmetic items as they are in Overwatch, but this argument doesn’t seem to apply to Star Wars: Battlefront II.

The game was initially scheduled to launch with a special currency that could be acquired using real money, which could then be spent on loot boxes that would exponentially increase the rate at which players could improve their character’s abilities.

This put players who didn’t want to spend cash at a disadvantage, as they would have to play for hours on end in order to have the chance to earn similar stats.

Edmond Mccolpin 2016-11-02
img

Take-Two Interactive shipped more than 4.5 million copies of Mafia III to retailers in its first week, and the company said in its earnings release today that it is the fastest-selling game in the history of the 2K label.Mafia III shipped after the September 30 close of Take-Two s second fiscal quarter, debuting on October 7.

2K didn t provide early copies of the game to the press, and some reviews came in pretty poor.

I rated it at 75 out of 100, largely because of bugs and other problems in the execution of the gameplay.

But the story about Lincoln Clay, an African-American man who took on the Italian mob in 1968 in a fictional city that resembles New Orleans, was spectacular.Michael Pachter, an analyst at Wedbush Securities, estimated before the earnings were released that sell-in to retailers for Mafia III was likely around 3.5 million copies.

He noted that negative reviews with lower scores surfaced the week after the launch.

Those negative reviews will likely have an impact on preorders by retailers, Pachter wrote.I m glad to see that Mafia III sold well at the outset, as the story really gives players something to think about.

George Mitchell 2017-10-28
img

Its first release day game was Neckbolt’s Yono and the Celestial Elephants, which came out on the Nintendo Switch, Steam, and Utomik at the same time earlier this month on October 12.

Utomik a subscription service that offers unlimited play and costs $6 per month for a single player and $10 for a family plan that supports up to four players.

Utomik has been in open beta for nearly two years now, and it’s grown its library significantly.

CEO Doki Tops says that hosting games as soon as they launch complements the way players use Utomik, which is to explore new titles and revisit old games they’ve already played.

Its roster of triple-A titles are generally on the older side, like Volition’s Saints Row: The Third from 2011 and BioWare’s Star Wars: Knights of the Old Republic from 2003.

“Netflix raised the expectations that people have of a subscription service with their addition of Netflix Originals.

John Feeney 2017-12-14
img

Known for publishing BioShock, Borderlands, and Rockstar Games’ Grand Theft Auto, Take-Two Interactive announced a new publishing label.

This new label, called Private Division, focuses on smaller games from independent developers.

In the announcement (via Polygon), Take-Two described Private Division as a “developer-focused publisher” that will give independent studios the ability to develop the games they want to create.

This includes giving them the support they need to make these passion projects critically and commercially successful.

All developers that publish through this label will be able to retain the rights to their intellectual property.

Private Division is now the publisher of Squad’s Kerbal Space Program, which was acquired by Take-Two earlier in 2017.

Thomas Cann 2017-06-15

The letter, he said, said Open IV must shutter because it allows "third parties to defeat security features of its software and modify that software in violations of Take-Two's rights."

I'm not familiar with this tool.

Does it actually allow third parties to defeat security features of the software?

Because if it does, I can understand why Take-Two would be doing this... but given what's been the case just about every other time I've seen that kind of language, and especially coming from Take-Two, I'm inclined to believe that it doesn't.

Jesse Rodriguez 2017-11-09
img

Following the news that Ubisoft's income from 'player recurring investment' had eclipsed direct digital game sales for the first time this week, Take-Two Interactive appears keen for a slice of that same pie - with the result that all its future titles will include opportunities for ongoing revenue.

In the company's 2Q 2018 earnings call, transcribed in part by Gamasutra, Take-Two's chief executive Strauss Zelnick confirmed a major change in the way his company will operate.

'We've said that we aim to have recurrent consumer spending opportunities for every title that we put out at this company,' Zelnick told analysts and investors during the call.

'It may not always be an online model, it probably won't always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board.

That's a sea change in our business.'

While it's known to Ubisoft as 'player recurring investment (PRI)' and Take-Two as 'recurrent consumer spending (RCS)', the two companies are discussing the same thing: a recurring revenue stream generated from players through in-game purchases, downloadable content, season passes, subscriptions, and in-game advertising and sponsorship deals.

Keith Hake 2018-08-07
img

Last May, Christoph Hartmann stepped down from his role as president of Take-Two Interactive’s 2K Games — and he’s landed as vice president of Amazon Game Studios.

In his new role, he’ll be leading Amazon’s internal game development teams in three cities, overseeing first-party titles New World and Crucible.

Amazon has found some successes in the gaming space — most notably with the livestreaming platform Twitch, which it acquired in 2014.

This year, it has been pushing more into esports.

It hosted its second annual Mobile Masters tournament this year, where players competed for a $100,000 prize pool in games like World of Tanks Blitz and Critical Ops.

In March, it launched GameOn, a service geared toward helping developers integrate esports features in their PC, console, and mobile titles so long as they’re hosted on Amazon Web Services.

Lamont Shaw 2017-12-17
img

Despite recently entering into a publishing agreement with Take-Two Interactive, Obsidian has taken to its official forums to announce that its upcoming RPG will not be featuring any microtransactions or loot boxes.

In response to speculation on whether or not the controversial business models would be included, the company offered a simple “no” before going into more detail surrounding the nature of its deal with Take-Two’s indie publishing arm, Private Division.

“We also wanted to say a word about our partnership with Private Division, our publisher on this title,” Obsidian wrote.

“Far from ‘pushing’ us to put anything — microtransactions or otherwise — into our game, Private Division has been incredibly supportive of our vision, our creative freedom, and the process by which we work to make RPGs.

They have been fantastic partners, and we are extremely excited to work with them through release, to put what we know is going to be an amazing game into as many hands as possible.”

The concerns surrounding Obsidian’s upcoming game were actually triggered by the fact that Take-Two had previously stated that all of its future games would feature “recurrent consumer spending opportunities.” However, it appears that Obsidian’s game, and perhaps all games published under the Private Division label, will be exempt from this policy.

Dwight Black 2017-08-02
img

NBA 2K17 has come out on top as publisher Take-Two Interactive’s top-selling sports game ever, selling more than 8.5 million copies.

In an earnings report today for the first quarter of fiscal year 2018, Take-Two noted that the basketball title NBA 2K17 was one of the largest contributors alongside titles like Grand Theft Auto Online to net sales, which grew 28 percent to $348.3 million.

Players are also spending more money than ever on the NBA 2K series, as consumer spending for the title grew 64 percent this past quarter.

Take-Two has some big plans for NBA 2K17.

It’s coming to Nintendo Switch later this year, and next year, the NBA 2K-centric esports league starts up in partnership with the National Basketball Association.

The publisher has been trying to make inroads as an esports game, and we’ll find out in 2018 if the NBA-sponsored league will be enough to give it a boost into a market that’s slated to grow to $1.5 billion by 2020.

Paul Mize 2017-11-16
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It’s good that players are voicing concerns now, because this is only the beginning.

buying in-game items, virtual currency, and DLC) comprised 42% of its most recent quarterly revenue (“It’s been transformative,” said CEO Strauss Zelnick), and that the company intended to henceforth focus on exclusively publishing games with “recurrent consumer spending hooks.” For Ubisoft, the publisher behind Far Cry, Assassin’s Creed, and many others, the figure was 51%.

Publishers look at numbers like Take-Two’s revenue figures, or the popularity of loot boxes in Overwatch, and take it as justification that players want more.

However, that is the circular reasoning of corporate entertainment production at work, absolving producers of their role in creating that layer desire in the first place.

The naked, cynical capitalism of the phrase “recurrent player spending hooks” undercuts any explanations focused on positive player experience.

Major video game publishers like EA and Ubisoft are publicly traded companies in an industry with rapidly-inflating overhead costs, and so following the money is always a reasonable exercise for explaining behavior.

Raymond Powers 2016-08-04

MoreA promotion for the computer game "Grand Theft Auto Five" is show in a Game Stop gaming story in Encinitas, California September 17, 2013.

Reuters - Videogame publisher Take-Two Interactive Software Inc reported a 13 percent rise in revenue, helped by strong sales of its "Grand Theft Auto V" and "NBA 2K16" titles.

Take-Two, like its rivals, has also benefited from a shift by players downloading digital copies of its videogames – which generate higher margins – rather than buying physical game discs.

Take Two's net revenue rose to $311.55 million in the first quarter ended June 30 from $257.30 million a year earlier.

Digital downloads accounted for about 55 percent of revenue in the quarter.

Net loss narrowed to $38.57 million, or 46 cents per share, from $67.02 million, or 81 cents per share.

Carol England 2017-05-31
img

p Although it may affect the immediate future of the game, Take-Two has a lot of series under its belt, so this could lead to a sequel one day.

Publishing giant Take-Two Interactive has purchased Kerbal Space Program, meaning it will own the franchise moving forward and will be responsible for keeping the existing game functional and up to date on various platforms.

It will, however, continue to work with the original developer Squad on any future updates.

For such a grandiose subject matter as rocket and jet powered flight, it is perhaps poetic that the history of Kerbal Space Program has been a little shaky.

While it’s maintained a cult following for more than half a decade, Squad has sustained rumors of poor working conditions and a number of the original developers left in 2016.

Part of that could be to do with the fact that Squad’s main function is not as a game developer, but it is in multimedia digital design.

John Larsen 2016-05-18
img

Grand Theft Auto V hasn t run out of gas yet.Take-Two released its financial results for the fiscal year 2016 today, posting a GAAP generally accepted accounting practices net revenue of $1.414 billion, up 31 percent from the previous year.

Non-GAAP revenue was slightly down for the year $1.561 billion compared to $1.669 billion the previous year and quarter $342.5 million compared to $427.7 million for fiscal fourth quarter 2015 .These non-GAAP numbers were better than expectations from within the company.

Fiscal 2016 marked the third consecutive year of stronger-than-expected Non-GAAP revenues and profits for Take-Two, said Strauss Zelnick, chairman and chief executive officer of Take-Two, in a press release sent to GamesBeat.

Our results were driven by the continued extraordinary performance of Grand Theft Auto V, ongoing momentum in our NBA 2K and WWE 2K series, the successful launch of XCOM 2, and our highest-ever revenue from recurrent consumer spending.

Battleborn, which launched earlier this month, will also be a part of fiscal 2017.

The report also noted that Rockstar Games, developer of Grand Theft Auto V and Red Dead Redemption, is working on a new project that the company will announce soon.

Monte Martin 2016-06-27
img

According to the companies, CivilizationEDU will differ from the retail release - which has racked up eight million sales since its launch in 2010 - by including a learning analytics engine which captures students' progress and assesses their problem-solving skills as they work to 'think critically and create historical events, consider and evaluate the geographical ramifications of their economic and technological decisions, and to engage in systems thinking and experiment with the causal/correlative relationships between military, technology, political and socioeconomic development.'

The information gathered by the integrated analytics engine will be provided to teachers on a web-based dashboard, which generates progress reports, demonstrates how in-game accomplishments relate to problem solving skills; and provide access to instructional resources, lesson plans, tutorial videos, and an in-depth gameplay guide.

'For the past 25 years, we ve found that one of the fun secrets of Civilization is learning while you play,' claimed Sid Meier of his creation.

Civilization players find fun in discovering new civilizations, running into famous historical leaders, and charting their own version of human history.

Along the way, players learn valuable lessons from their success and failures and are able to try again, employing different choices and strategies.

CivilizationEDU is to launch in the US in 2017 as a downloadable title, with pricing and international availability yet to be confirmed.

Manuel Scarborough 2016-06-23
img

The award-winning series is now 25 years old, but its basic gameplay hasn t strayed from enabling players to build and run their own empires from the Stone Age to the modern age.The companies announced the game at the 13th Annual Games for Change Festival in New York.

Developed by Firaxis Games, Sid Meier s Civilization V was one of the most critically acclaimed PC games of 2010, and earned numerous awards and accolades.CivilizationEDU will provide students with the opportunity to think critically and create historical events, consider and evaluate the geographical ramifications of their economic and technological decisions, and to engage in systems thinking and experiment with the causal/correlative relationships between military, technology, political and socioeconomic development, the companies said.GlassLab, a nonprofit that also made SimCityEDU, will add a learning analytics engine to CivilizationEDU to capture students progress and assess their problem-solving skills – harnessing the popularity and innovation of interactive entertainment and turning it into a powerful tool for the classroom and alternative to standardized tests.

Civilization has challenged millions of people around the world to revisit and experience history, pursue boldly exploration, and create their own societies based on their passions and freedom of choice.

I can t think of a better interactive experience to help challenge and shape the minds of tomorrow s leaders.

For the past 25 years, we ve found that one of the fun secrets of Civilization is learning while you play, added Sid Meier, founder and director of creative development at Firaxis Games, in a statement.

Along the way, players learn valuable lessons from their success and failures and are able to try again, employing different choices and strategies.