Today, SQUARE ENIX® announced that a free mobile app inspired by the upcoming kart racer, Chocobo GP, is now available for download on iOS and Android devices.
In this free app, titled Chocobo GP’ (read as “Chocobo GP Dash”), players will need navigate through wild and hectic stages to deliver treasure to the finish line and compete against friends to achieve the best score.
In Chocobo GP’, players are in for a frantic racing experience as they navigate exhilarating stages and rank against friends for the top spot. Dash to explore 35 varied courses and prevent Chocobo from losing momentum.
The Ghost option allows players to race against a ghost of themselves to try and beat their own record.
Players can also customize and enhance Chocobo through various stats to match their playstyle.
Chocobo GP’ is now available on iOS and Android devices. Additionally, Chocobo GP will be available for Nintendo Switch on March 10, 2022.
eBlitz are excited to announce that they have now gone multigaming!
This comes after users of the gaming/social app gave feedback of wanting more games brought to the platform. Initially it had only been Fortnite that the platform offered, but now, after app development, eBlitz offers close to 100 (and counting) of your favourite multiplayer game titles!
Arron Wu, the CEO of eBlitz, said: “We’re delighted to be releasing a multigame eBlitz platform for our users. Now, by offering more games to find teammates for, we believe we are giving users the best possible chance of having true gaming connections and experiences!”
This new update comes after an impressive few months of releases that have seen the eBlitz app change significantly by adding in a text chat and a team chat functionality. Now with the addition of multigaming, eBlitz has a platform open for all.
Head of Growth Luke Elden added: “We are massively excited to be bringing more games to eBlitz and the platform after our community feedback. This is a huge step forward for the app and there is still more to come!”
eBlitz is available for download on both Android and iOS on the Play Store and App Store respectively.
Created by indie games developer Fluke Games (formerly FlukeDude), The Impossible Game 2 is a rhythm-action platform game with an incredible soundtrack of electronic dance music, stunning graphics and clever gameplay twists.
The original The Impossible Game became an instant hit when it was first released on the Xbox Live Indie Games platform in 2009 thanks to its addictive gameplay, awesome soundtrack and challenging difficulty. An iPhone version soon followed and reached #2 in the US and Canada App Stores.
It was later ported to Android, PC, PlayStation 3 and PSP, and viewed by tens of millions in viral videos by streamers such as PewDiePie.
Key features of The Impossible Game 2:
New levels and gameplay
Over 20 new levels featuring a range of crazy new mechanics like jetpacks, portals and guns. Each world takes on a new art style and ends in a formidable boss battle.
Online battle royale
For the first time, players of The Impossible Game can compete in 60-player online races. This multiplayer mode is cross-platform across iOS and Android and free to play.
The built-in level editor has an easy-to-use interface and features every mechanic seen in the rest of the game (aside from boss battles). Players can export and share their creations online.
Free to play, NO ads or pay-to-win
Almost every level, including the online battle royale mode, is available to play for free. Players can optionally purchase a $5 Achievement Pass which unlocks level-progression rewards such as skins and items in the level editor, as well as bonus skateboarding level “Cloud 9”.
Zuvvii is excited to announce the Halloween launch of an industry-disrupting social media platform designed specifically for gamers to share their clips.
Zuvvii was built with one thing in mind – a place to share gaming clips with friends and others who are part of many gaming communities worldwide.
Zuvvii is exclusively for gaming content, and users can easily upload clips directly to the free mobile app, with a desktop version coming soon. In addition, the platform has many unique features, including uploading clips directly from consoles, which improves the user experience for gamers compared to traditional social media platforms.
The platform encourages content creators to reach new audiences by uploading theirfunny fails or epic moments and also enables users to link their other social media channels to their Zuvvii profile.
We also create an opportunity for esports teams to find the most talented and underrated gamers globally. We understand how difficult it is for upcoming stars to be noticed on these saturated platforms.
Whatever your gaming goals, Zuvvii will help you achieve them.
“We’ve been working on the Zuvvii platform for almost two years now, and it’s amazing to see the platform come to life with gamers from around the world already sharing their gaming moments. However, we understand that the hard work starts now, and we have so many exciting features coming soon as we continue to listen to the communities feedback and improve” – Brandon (CEO)
After a successful journey gathering data from 4.3 million participating players, the groundbreaking citizen science app Sea Hero Quest is now available for studies of cognition and spatial navigation.
Sea Hero Quest started out in 2016 as a consumer mobile game to help scientists understand navigational abilities across the life course. By building a picture of how navigation ability changes in the general population, players could contribute to research identifying changes characteristic of early Alzheimer’s disease.
Originally led by Deutsche Telekom alongside Alzheimer’s Research UK and leaders in gaming, technology, academia and research, the award-winning app quickly became a citizen science phenomenon.
Tim Parry, Director at Alzheimer’s Research UK, helped to bring the app to the public. He said: “We were really humbled by the response. It was more popular than we could ever have expected, and we ultimately collected data from over 117 years of combined game play. People from all over the world downloaded Sea Hero Quest and provided anonymised demographic information so that we now have an incredible wealth of data relating to navigation ability as we age.”
Although the consumer version was removed from app stores when the original project concluded, Alzheimer’s Research UK has once again partnered with game developers GLITCHERS, University College London, the University of East Anglia, and web developers BoldLight to create a bespoke version for researchers.
Parry continues: “While clearly we embarked on the project with dementia studies in mind, we want to mobilise this resource towards the greatest possible benefit for global research. The app is free for researchers in any field, and we have developed a highly-usable study administration dashboard, with guidance and support for those looking to use it in their studies.”
This new phase of the project aims to provide researchers with a controllable, sensitive, safe, and easy way to administer digital cognitive assessment of navigation ability. The system allows researchers to create and fully manage prospective studies, invite targeted groups of participants to play through an easily download from the Android or Apple app stores, and provides access to study participants’ data in real time.
Prof Hugo Spires from University College London collaborated in the development and validation of the Sea Hero Quest app. Prof Spires’ team has led the analysis of the anonymous player data. He said: “Our validation testing showed that performance in the game is strongly correlated with performance in real-world tasks. While data gathered from citizen science projects is inherently noisy compared to lab research, the unprecedented scale of the project so far means that our benchmarking data far exceeds the accuracy of previous research in this area.
“The citizen science element of this project has already revealed new insights into human spatial navigation at a planet-wide scale. We’ve found that these abilities are clustered according to economic wealth and gender inequalities globally, and this may have significant implications for cognitive testing in cross-cultural studies and multi-centre clinical trials.”
Prof Michael Hornberger from the University of East Anglia had the original idea for the project. Prof Hornberger has been leading on applying the platform to dementia research. He said: “While obvious difficulties navigating commonly occur alongside cognitive problems in the early stages of Alzheimer’s disease, emerging evidence suggested that subtle navigation changes can precede memory deficits by many years. Detecting these changes could potentially allow for earlier diagnosis and, ultimately, earlier intervention. The challenge we have is reliably distinguishing the navigation changes we see in healthy ageing from the early signs of Alzheimer’s.
“The data from the mass-market phase of Sea Hero Quest is now helping to overcome this. My team has used the platform to show that we can detect people who are at genetic risk of Alzheimer’s based on how they play the game. These are people without deficits in standard neuropsychological testing.
“We are still in the early stages of our work with Sea Hero Quest and what it can help us to learn about the early stages of dementia. I hope that other areas of medical and psychological research take advantage of the opportunities afforded by the new phase of the project so that we maximise the potential of this powerful platform for research.”
Today, The Pokémon Company International unveiled Pokémon TCG Live, a new app that allows Trainers to enjoy the Pokémon Trading Card Game in an updated digital format.
Releasing as a free-to-play game, Pokémon TCG Live also marks the first time that the Pokémon TCG will be playable on smartphones, in addition to tablets, PCs, and Macs.
The announcement comes as The Pokémon Company International continues its yearlong celebration of the brand’s 25th anniversary by engaging fans with innovative Pokémon experiences and products.
“As we look back on 25 wonderful years of Pokémon, we are once again reminded of how the Pokémon Trading Card Game has always been a strong pillar of the franchise and beloved by young and veteran Trainers alike,” said Barry Sams, Vice President of the Pokémon TCG at The Pokémon Company International. “Pokémon TCG Live will go hand in hand with the tabletop version that fans know and love, and welcomes a new era of digital play where Trainers around the world can play together regardless of their preferred platform.”
Pokémon TCG Live is designed to be easy for beginners to learn how to play the game, while offering fresh challenges for existing players to improve and test their skills. Players will be able to enjoy some of their favourite Pokémon TCG activities, including building decks and battling other Trainers around the world. They will also be able to tailor their experience with customizable avatars and Pokémon TCG accessories, participate in daily quests, and more. In addition, Pokémon TCG Live will continue to be updated with new content and features following launch.
Pokémon TCG Live will be coming soon to supported iOS and Android devices, as well as PCs and Macs via Pokemon.com. Trainers looking to preview the game prior to broad availability will be able to participate in the mobile soft launch in Canada and the global open beta for PCs and Macs later this year.
SQUARE ENIX® today announced that the critically acclaimed RPG FINAL FANTASY® IV is now available worldwide for Steam® and mobile platforms.
Fans will relive FINAL FANTASY IV’s timeless story of love and betrayal, alongside dynamic characters and battles, with upgraded pixel graphics and audio as a faithful recreation in the 2D pixel remaster series.
The story follows Cecil, a dark knight and captain of the Red Wings, who decides to fight against the tyrannical Kingdom of Baron with his trusted friend and his paramour at his side, and later join forces with Kain the dragoon, Rosa the white mage, Rydia the summoner, and many more skilled allies. FINAL FANTASY IV set the standard for role-playing games with its diverse cast of characters, deep plot and real-time Active Time Battle (ATB) system, where time moves even during battle, giving the players an exciting sense of urgency. This latest version of FINAL FANTASY IV, brings the original release to life with improvements and updates, including:
Universally updated 2D pixel graphics redrawn for modern hardware, featuring iconic FINAL FANTASY character pixel designs created by the original artist and current collaborator, Kazuko Shibuya
Beautifully rearranged soundtracks, overseen by the original composer, Nobuo Uematsu
Improved gameplay, including updated controller and touch controls, modernized UI, auto-battle options and more
Quality-of-life improvements including supplemental extras like the bestiary, illustration gallery, music player and the ability to save at any time
Those who purchase FINAL FANTASY IV on Steam® by September 23 will receive early purchase bonuses, including three specially rearranged music tracks, two wallpapers, and a 20% discount. These special tracks transition from the iconic original versions to the new arrangements and include:
The Red Wings (Timelapse Remix)
Main Theme of FINAL FANTASY IV (Timelapse Remix)
Battle 2 (Timelapse Remix)
FINAL FANTASY IV is rated Everyone 10+ (E10+) and is now available on Steam® and mobile platforms. All six games within the pixel remaster series are available for purchase as part of the FINAL FANTASY I-VI Bundle for a further discount. More information on the bundle is available on Steam at: https://store.steampowered.com/bundle/21478.
Long-time fans and newcomers can look forward to additional details and the launch of FINAL FANTASY V and VI at a later date. Visit the official FINAL FANTASY pixel remaster series website for more information at: https://ffpixelremaster.com/
New market research from MobileVoice® by Tapjoy (www.tapjoy.com), a leading mobile advertising and app monetization company, shows that modern parents are far more tuned in and tech-savvy than their own parents were.
Because of their familiarity with the mobile ecosystem, they readily turn to their smartphones — particularly brand apps, social media, and rewarded ads — when it’s time to make a purchase.
This represents a major opportunity for advertisers who want to connect with the valuable parent demographic, according to Tapjoy’s report, Modern Mobile Gamer™ 2021: Parents Edition.
For the latest installment in Tapjoy’s Modern Mobile Gamer™ series, following the Gen Z Edition earlier this year, Tapjoy surveyed 5,498 of self-identified parent consumers in the United States.
Here are just a few of the insights that emerged:
Parents love games, and mobile is their platform of choice. An incredible 90% of parents surveyed said they use mobile as a gaming platform, and 79% say games are one of their favorite mobile activities.
They shop on mobile because it’s convenient and saves time. Three quarters shop on mobile 1-4 times a week, and 73% cite convenience as a major factor.
Household spending is expected to increase as the COVID-19 pandemic wanes. Nearly half of parents shopped on mobile more during the pandemic and plan to continue doing so. 56% said they planned to spend more on the winter holidays in 2021, while 47% are planning to spend more on back-to-school shopping.
The pandemic continues to have a lasting effect on mobile habits: 47% did more mobile shopping in 2020 and said they plan to continue doing so, while 83% played more mobile games and said they plan to continue.
When it comes to marketing, 51% of parents like to see humorous brand content. 25% of parents also prefer brand content to be educational, compared to 18% of non-parents.
Modern parents are very receptive to rewarded ads: 46% said it’s the type of ad format they most prefer to engage with, compared to 12% who prefer Instagram and 10% who prefer Facebook.
Additionally, Tapjoy’s latest report contains research and analysis about the modern family dynamic.
Only 55% of those surveyed are married, and today’s parents eschew stereotypical gender roles in favor of a more balanced approach to employment, childcare, and housework.
“Today’s parents are so much more aware of modern technology and trends than their own parents were,” said Lauren Baca, Senior Director of Marketing at Tapjoy.
“They grew up with the internet, so they’re well aware of what their kids are doing. They see smartphones as an essential tool that makes everything easier, from shopping to banking to monitoring the kids’ online activity. They have limited free time, so convenience is really important to them — we saw that meal kits and to-go food were especially popular mobile purchases in 2020. They like to unwind with mobile games at the end of the day, and they’re very receptive to rewarded ads thanks to the ease, convenience, and value they add to every transaction.”
The data in Modern Mobile Gamer™: Parents Edition was gathered from surveys run on the Tapjoy network in February and June 2021.
Responses were filtered to include all respondents who identified as United States residents and parents.
This report is the second in a series of four Modern Mobile Gamer™ 2021 e-books featuring key insights on Zoomers, Parents, Millennials, and Generation X. Modern Mobile Gamer™: Generation Z Edition is also available for download.
MiHoYo’s Genshin Impact took home the biggest prize as it scooped Game of the Year at Steel Media’s fourth annual and industry-leading Pocket Gamer Mobile Games Awards, supported by Game Insight, held last week.
The ceremony saw the action role-playing title also awarded Best Audio/Visual Accomplishment, while Tencent and TiMi Studio Group secured Best Publisher and Best Developer, respectively. Innovation of the Year went to Niantic for its ingenious reworking of augmented reality hit Pokémon Go for the 2020 lockdown, Pollen VC was voted Best Service Provider, and Supercell’s Clash Royale conquered the opposition to the Best Live Ops trophy.
As ever the event, which in this pandemic-affected year took place later than its traditional January slot and adopted a hybrid live/digital format hosted by London’s Ham Yard Hotel, aimed to shine a spotlight on the work of the top mobile games companies over the previous year.
Further highlights from the night included the Rising Star award, shared – an event first – by Jana and Sham Al Bdour of Sakura Games, Unity continuing its Best Game Engine dominance with a fourth win in as many years, and Jam City CEO Chris DeWolfe joining the ranks of Mobile Legend.
The coveted People’s Choice Award, nominated for and voted on by readers of Steel Media’s leading consumer site, PocketGamer.com, went to Tilting Point’s SpongeBob: Krusty Cook-Off.
“We believe the MGAs have a vital role to play in recognising the efforts and achievements of the entire ecosystem that makes mobile gaming the best industry in the world,” said Steel Media CEO, Chris James.
“This is doubly important considering the forced disconnects of the last 16 months and also the incredible role that the mobile games industry has paid not just in contributing to the economy and keeping people in jobs, but moreover in keeping billions of citizens feeling a little more connected and engaged.”
As the full winner breakdown below demonstrates, the 22 categories (including three new additions this year) represent firms spanning the whole industry, from the games developers and publishers to the tools companies, service providers, support agencies, investors and recruiters that all contribute towards this $90 billion sector being the largest and most pervasive in gaming.
After the lobbying and shortlisting phases – the biggest and most complex to date – which took place from March to May, the finalists were subsequently voted on throughout June by our panel of 100-plus mobile games experts from every corner of the industry.
Steel Media is hugely grateful to everyone who took the time to submit themselves, their colleagues, company, or contemporaries, as well as everyone who attended the ceremony itself during these tricky times – whether in person or digitally.
Additionally, we would like to thank main sponsor Game Insight, together with Admix, Huawei Ads, Jam City, Scopely and Tilting Point for coming on board as category sponsors – their support helped make the event a success in a particularly challenging year.
And last but by no means least, congratulations to all the finalists – it really was a hard-fought affair this year – and, of course, the heartiest of praise to the winners themselves.
By logging in to the game no later than July 28th, 11:59 PM CEST, Android and iOS users will find the Kaer Morhen Steel Sword in their inventory. This weapon increases the number of Experience Points gained from killing monsters by 10%, and will surely aid new witchers beginning their journey on the Path.