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  • Development

    24 may, 00:41

    55
    5 reasons why you should play Ghost of Tsushima

    Japanese culture is a unique and authentic phenomenon. Some of its aspects may surprise you to the condition that you will scroll through them in your head for another day. Previously, the land of the rising sun was a closed state, and you could hardly learn anything interesting about it. Japan decided to spend this isolation from the outside world period on the creative development of ethnic originality. From here came the wonders of the island power already known to us. Over time, Japan more and more opened up to other countries, and thanks to globalization, every inhabitant of the Earth can acquaint himself with its abundant culture. Moreover, this unique country began to exert an extraordinary influence overall world through its creativity: literature, cinema, theater, art, etc. The modern world is teeming with Japanese-made products, including comics, anime, and, of course, video games. Oriental developers have succeeded in the gaming industry, releasing cult games like Res...

  • Development

    15 may, 23:13

    35
    The worst PC ports of the best console games

    The modern video game industry has a wide variety of available entertainment platforms. You can play on almost any device - from smartphones to computers or Playstation, Xbox, and Nintendo consoles. Developers make use of a large number of sales markets by porting their products from one platform to another. After all, this is a win-win situation for both companies and players - fans can enjoy their favorite games on any device while studios make big profits. However, sometimes the process is not so smooth, and something goes wrong during porting. PC ports are the ones to suffer such fate the most often. Sometimes they can lose half of their advantages and get an armful of disadvantages on the way from consoles to a computer. In this article, we'll take a look at the worst examples of porting games to PC. NieR: Automata Let's start with a fairly fresh game. NieR: Automata was released in 2017 on Playstation 4, and it immediately won the player's hearts with a deep...

  • Development

    2 september, 22:41

    86
    The future of virtual reality

    Virtual reality is no longer exclusive. It is rapidly pushing into different industry areas. Now it’s not only the entertainment but an important attribute of the modern world as well. VR technologies are widely used in the automotive sector and the healthcare sphere, so the expectations for its future are still high. This is especially topical for video games. The International Data Corporation anticipates that VR and AR market revenue's gonna grow to 215 billion USD by 2021. With this staggering rate, VR will become one of the fastest-growin businesses on Earth. Some previous years' forecasts didn’t come true, but the virtual reality developers haven’t stopped attempting to improve their product. What is expected from games adapted for VR? The trends that can't be ignored are just below. Improving of the headset Despite the fact that such large platforms as Facebook, Google, Samsung, PlayStation, and HTC made steps forward to virtual and argumen...

  • Development

    2 september, 22:42

    86
    The hyper casual games popularity boost

    As we live in a thriving portable gadgets era. People both work and spend their leisure time in smartphone and tablet apps which generate impressive global revenue each year. Often, people rest while playing video games, and 50% of the world's income from this business accounted for mobile gaming applications. But there is one particular genre that is at the industry-leading front which is hyper casual games. A little about the genre During the quarantine "stagnation" period, hyper-casuals were the most actively used in the application market, because they are very easy to play - they catch consumers on with the simplicity, and make users come back to play regularly. They don't have a semantic load and provide the possibility of repeated levels. In another way, one can describe it with words "Play as much as you want, and when you want." Popularity Due to the pandemic, hyper casual games began gaining their popularity momentum, the number of downloa...

  • Development

    2 september, 22:45

    78
    Netflix ought to enlarge into computer games

    It's been rough times for Netflix. As the streaming business sector turns out to be progressively immersed and development eases back, the organization must discover different feasible approaches to bring in cash. Computer games could become an especially encouraging introduction to the platform. The relevance of this extension is made more clear by the streaming Disney+ stage launch happened last winter and made Netflix’s stock fiercely change. Its shares plummeted 29% in the 9 months ahead of the prospective Disney+ introduction. The platform's price didn't return to the original one until the beginning of this year, as sponsors’ confidence in Netflix's strong competitiveness came back. By the conclusion of 2019, the subscribers’ quantity began to fall due to the market glut. So the price raising doesn’t influence the increasing subscriber growth and looks pretty dubious on the strong rivalry background. Furthermore, this incident showed Netflix’s sensibility in...

  • Development

    2 september, 22:45

    98
    Mobile games market analysis 2020

    A video game industry is a business which brings more than 65 billion USD per year. It is flourishing even during the growing financial crisis, and the game studios are having gigantic boosts across the board. In 2019, the worldwide mobile game income developed to 68.5 billion USD. The development of this industry branch was impacted by a few basic components, making specialists accept that the numbers will proceed taking off this year. Newzoo gauges that by the conclusion of 2020, that number will reach 76.7 billion USD — a 12% increment. Mobile Gaming Business Statistics 🎮 According to Sensor Tower, in the third quarter of 2019, out of the 792 thousand distributors on both App Store and Google Play, 108 thousand provided game distribution, and they belong to nearly 15% of all these publishers. 🎮 It is anticipated by App Annie that in the current year customers' will spend 674 billion hours in their portable gadgets, which is 116 billion m...

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