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THQ Outlines New Business Strategy

THQ Inc. (NASDAQ: THQI) announced its updated business strategy as the company exits traditional kids' licensed video games and focuses on its core video game franchises and digital initiatives for the future. The company will continue to build its strong portfolio of core game franchises and align its resources to deliver games on both existing consoles and new and emerging platforms. The company intends to accelerate digital revenues by extending and supporting key console launches, and to create dedicated digital properties for emerging platforms.

"THQ will be a more streamlined organization focused only on our strongest franchises," said Brian Farrell, President and CEO, THQ. "The success of Saints Row: The Third is an example of what our revised strategy and focus can achieve. We have now shipped 3.8 million units globally and are currently expecting to ship between five and six million units lifetime on this title. Additionally, our robust digital content offerings for this game have resulted in the highest digital revenue of any console title in our history."

Now GOG.com Joins Opposition to SOPA and PIPA

The highly controversial SOPA & PIPA bills currently being rushed through Congress by Big Media are encountering ever more opposition from minor and major players alike, such as Google. Now gog.com, owned by parent company CD Projekt RED, has come out against these bills too and are one of many games companies to do so. They address the questions of "will it work?" and "will it stop piracy?" with the answers being sort-of and no.

Big Dollars Not Enough? SOPA Support Continues To Wither Away

The draconian internet censorship bill, the Stop Online Piracy Act (SOPA) being lobbied for by wealthy big media corporations (mostly fronted by the RIAA/MPAA, News Corporation and the like) and currently being debated in Congress is still losing support wherever one turns. A week ago, we reported that GoDaddy initially supported it, but soon changed its mind as it immediately began to haemorrhage customers. Now, it turns out that many video games companies are also coming out against it and with no pressure against them required.

The Entertainment Software Association (ESA) is the game industry's trade association and stands firmly behind the much-despised bill, which means that the gaming industry as a whole is deemed to support SOPA. However, while some members openly support it, others just won't say so publically and some of its members actively do not support it, having made official statements to this effect. Here are just three of them:

GameFly Delivers PC Client with 'Unlimited PC Play'

Following in the footsteps of Valve's Steam and EA's Origin, GameFly is now venturing into the world of the online delivery platform. Only GameFlys client brings it with a twist. If you are a subscriber to the GameFly service you will be able to play certain games for as long as you want without actually having to purchase the game.

Gameflys co-founder Sean Spector said "We are thrilled to finally be able to open up the beta so anyone interested in video games can start using the client, and we are hard at work expanding our catalog of PC titles for our users to play for free in the Unlimited PC Play section"

GameFly currently works as the gaming worlds answer to Netflix. Digital content delivery is the next logical step in its evolution. Currently you can download the beta application and give it a try for yourself. At the end of the day Steam may finally have a true competitor on the PC platform. A client with unlimited gameplay for a annual small cost.

Call Of Duty: Modern Warfare 3 Hits $1 Billion Milestone in Just 16 Days

Activision Publishing, Inc., a wholly-owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), announced today that Call of Duty: Modern Warfare 3 crossed the $1 billion mark in sales since its launch on November 8, 2011, according to Charttrack and retail customer sell-through information. Highlighting the trend of interactive entertainment gaining a greater hold of audiences worldwide, the game achieved this milestone in just 16 days, eclipsing the record set in 2009 by the feature film "Avatar," which reached the $1 billion milestone in 17 days.

While 2011 box office revenue is on the decline - down 4 percent this year at $9.4 billion, compared with $9.8 billion in 2010 -- the number of people purchasing and participating in gaming is on the rise, with no sign of slowing.(1) With more than 30 million gamers, the Call of Duty community now exceeds the combined populations of the cities of New York, London, Tokyo, Paris and Madrid.

Modern Warfare 3 Sets Record for Biggest Entertainment Launch

Shattering its own day-one sales records, Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, announced that its highly-anticipated Call of Duty: Modern Warfare 3 has become the biggest entertainment launch ever with an estimated sell-through of more than $400 million and more than 6.5 million units in North America and the United Kingdom alone in the first 24 hours of its release, according to Charttrack and retail customer sell-through information.

This marks the third consecutive year that the Call of Duty franchise has set day one launch records across all forms of entertainment, something no other entertainment franchise in any medium has ever accomplished. Last year, in North America and the United Kingdom , Activision's Call of Duty: Black Ops had estimated day-one sell-through of $360 million and in 2009, Call of Duty: Modern Warfare 2, set day-one records with estimated sell through of $310 million, according to Charttrack and retail customer sell-through information.

On November 8, 2011, millions of fans attended more than 13,000 midnight openings at retail stores worldwide. According to Microsoft, after just two days, the number of gamers playing simultaneously on Xbox Live set a new peak concurrency record.

R&D: TDK Uses Lasers To Double Hard Disc Capacity, Helping Save HDs From Extinction

Here's a development that will bring joy to those that prefer to hear mechanical noises from their hard discs instead of the inky silence of the new solid state drives. The current perpendicular magnetic recording technology used in today's hard discs are due to hit a brick wall within a couple of generations or so. This will finally give SSDs the chance to make mechanical drives obsolete once and for all when their capacities increase and the prices drop. To get around this, TDK intend to use lasers coupled with a high coercivity material to achieve this capacity improvement. The coercivity value of a material is a measure of how difficult it is to magnetize ie how strong the magnetizing field needs to be. A material with low coercivity, is easy to magnetize, but it can also lose its magnetic imprint (north and south domains) easily, especially with densely packed data and is easy to erase with stray magnetic fields and to some extent, physical shock. Conversely a material with a high coercivity value can be damned hard to magnetize, but will keep its magnetic imprint much more stably and crucially for data storage, can retain much smaller magnetic domains, giving rise to greatly increased storage capacity for all that ever increasing avalanche of crucial data, such as music files, dodgy videos and humungous video game installs.
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