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LINE GAMES Launches Mobile Strategy RPG “First Summoner” Worldwide

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  • Now available for Android and iOS in 142 countries
  • Players will be challenged to take full manual control and come up with diverse strategies to win battles
  • The grand opening event will give out various rewards

SEOUL, South Korea , July 18, 2019 /CNW/ — Mobile Strategy RPG “First Summoner “, developed by SkeinGlobe and serviced by LINE GAMES Corporation (https://line.games), has been launched globally today in 142 countries.

LINE GAMES Launches Mobile Strategy RPG “First Summoner” Worldwide

Now available on Google Play and App Store for download, First Summoner is a real-time strategy RPG built especially for one-handed play in a portrait orientation.

The game gives players full manual control over their hero and a deck of six cards, which can be assembled with various summon and spell cards. The key to winning battles is building, strengthening, and experimenting with each deck and coming up with strategies in relation to volatile situations of different battlefields.

First Summoner will feature a variety of content to keep players engaged, including World Map, the main scenario campaign of escalating difficulty; PvP arena Snake’s Battlefield for players to compete head-to-head; and Roguelike dungeon Infinite Chaos of endless battle fields filled with treasures.

Celebrating its global launch, a grand opening event ‘A 7-day Journey’ will run starting today until August 1 . The event will reward all players completing daily missions with in-game currencies and a Legendary Card.

For more information on First Summoner, visit official Website and Community.

Press Contacts: dl_press@line.games

About LINE GAMES Corporation

LINE GAMES Corporation, an affiliate company of the global messenger service LINE, specializes in the game business. Based in Seoul, Korea , LINE GAMES emerged as a premier developer and publisher in August 2018 by acquiring NextFloor, which has been making and servicing acclaimed mobile titles since 2012.

LINE GAMES is currently expanding its global game business, beginning with global releases of its major hits such as Destiny Child . Building upon its lineup of casual, puzzle, and role-playing mobile games, LINE GAMES is now working on PC and console titles ranging from open world MMORPGs and Survival MOBAs to TPS RPGs. LINE GAMES is working closely with LINE on its “fun challenge” to make great games across all platforms and genres.

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SOURCE LINE Games Corporation

View original content to download multimedia: http://www.newswire.ca/en/releases/archive/July2019/18/c7807.html

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Why new consoles probably won’t be enough to save GameStop

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How long will this be a common sight in malls across America?
Enlarge / How long will this be a common sight in malls across America?

Things continue to look rough for struggling brick-and-mortar game retailer GameStop. This week, the company announced comparable store sales were down 23.2 percent year over year for the third quarter of 2019. It’s a decrease led by a whopping 45.8 percent decline in hardware sales and a 32.6 percent fall in software sales.

Those are hard numbers to spin, especially when they’re leading to corporate layoffs and hundreds of store shutdowns (including the newly announced shuttering of all GameStop stores in Denmark, Finland, Norway, and Sweden by the end of 2020). But GameStop CEO George Sherman attempted to put a good face on the results in an earnings call this week. There, he argued GameStop’s current troubles are a predictable result of the end of the current console generation—and consumer anticipation of upcoming consoles from Sony and Microsoft—as much as anything else.

“With ‘generation nine’ consoles on the horizon set to bring excitement and significant innovation to the video game space, those anticipated releases in late 2020 are putting pressure on the current generation of consoles and related games, as consumers wait for new technology and publishers address their software delivery plans,” Sherman said.

GameStop CFO Jim Bell echoed the sentiment during the call, predicting that “the cyclicality of the console business” will continue to hurt GameStop’s sales performance for the next few quarters.” After that, though, the company “expect[s] robust sales increases in late 2020 led by the generation nine hardware and software slate.”

There’s some merit to the argument that GameStop is just the victim of a temporary end-of-cycle downturn at the moment. As Sherman notes, NPD reported “significant double-digit industry declines in new hardware [sales] for September and October” across the US game industry, suggesting gamers might be largely holding off on new consoles until new hardware arrives late next year. And while hardware sales are a pretty low-margin business for GameStop, new consoles get people in the door and can renew interest in buying high-margin software and accessories for their fancy new purchases.

But there are signs that the end-of-generation doldrums are hurting GameStop’s core business more than other parts of the video game market. As NPD noted in its own third-quarter report on the overall US game market, spending on “digital console content” was up, while spending on “physical console content” was down. That’s just a single quarter, but it reflects long-standing trends in the US game market since 2010, as consumers have moved away from physical discs and cartridges and toward purely digital gaming.

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