London’s iconic Hamleys makes major play for video gaming market with new department launch

The iconic London toy store and toy retail brand, Hamleys is making a major new play for the video gaming market with the opening of a new state-of-the-art console, PC and gaming accessories department in its Regent Street location.

The new 1,326 square foot gaming space is situated within the Lower Ground Floor of the seven floor London flagship store and features leading consoles, from PS4 and PS5 to Xbox One and XS, Nintendo Switch, and a wide range of PC games and accessories.

As well as signifying a dramatic shift in audience for the London retailer, the department also now becomes the largest gaming retail site on London’s Soho area and features the latest top ranked games and best-sellers across the gaming platforms, spanning titles from publishers including EA, Capcom, and Activision, as well as Nintendo, Ubisoft, Rockstar Games, and Bandai Namco.

Accessories brands in the new gaming offer include XRocker, Turtle Beach, Anda Seat, Power A, Nacon and Hori and feature everything from keyboards and mouse pads to a wide range of gaming chairs, controllers, arcade sticks and headsets.

“We are delighted to unveil this exciting new development in our Regent Street store, where we will deliver the very best range of products and the first-class expertise and service our customers have come to expect. This is a natural fit for Hamleys and in time, we would like to see gaming roll out across our wider global retail estate,” said Hamleys of London CEO Sumeet Yadav.

Top games available on Playstation 4 range from LEGO Marvel Collection and Batman Arkham Knight from Warner Bros to Asterix & Obelix – XXL Collection from Maximum Games and Uncharted 4: A Thief’s End from Sony Interactive and Call of Duty Black Ops III from Activision. On PS5 they include Marvel Spider Man Miles Morales Ultimate Edition, Ghost of Tushima and Ratchet & Clank: Rift Apart from Sony Interactive.

On Nintendo Switch games include Mario Kart 8 Deluxe, Animal Crossing: New Horizons and Legend of Zelda: Skyward Sword from Nintendo, while on PC lead games include Minecraft from Mojang Studios to Diablo III from Blizzard.

On Xbox One, games range from Star Wars Squadrons and UFC4 from EA Sports to Snowrunner from THq1 Nordic and Call of Duty Black Ops III and WWII. On Xbox X/S they include Overcooked All You Can Eat and Fortnite: The Last Laugh Bundle from Warner Bros.

 The new Hamleys Gaming Department opened on 23 July 2021. The Regent Street store is open from 10am on weekdays and Saturdays and 12 noon on Sundays.

Indie trainer label Lavair teams with SEGA to launch Mega Drive themed footwear and accessories

The independent trainer label, Lavair has detailed the launch of a limited edition Mega Drive-themed sneaker series developed in partnership with the gaming company, SEGA.

The new offering – spanning a four-piece collection – will be available to purchase from July 28th exclusively online at the Lavair website.

The range will feature two styles; the retro-hued Exo SEGA Mega Drive Analog, and the more understated Exo SEGA Mega Drive Mono and each will arrive with matching caps. The trainers will retail at £200 while the caps will sell at £50 each.

The Mega Drive console (named Genesis in the USA), originally debuted in Japan in 1988, and took the world by storm in the subsequent years.

The Exo SEGA Mega Drive flaunts technical aesthetics with a full thermoplastic polyurethane eye-stay and weather resistant toe guard and draped in a hi-tensile nylon upper. Exo sits on top of a streetwear-inspired outsole, combined with outdoor trekker detailing for optimal comfort underneath the brands’ signature, lighter-than-air sole.

“The designs Lavair has come up with for their Mega Drive themed collection really capture the timeless appeal of this iconic brand,” said Jason Rice, brand licensing director at SEGA Europe. “We can’t wait to hear what SEGA fans and trainer aficionados alike, think of the collaboration.”

Immersive play | Fanattik on why creativity is running wild in video game licensing

It’s odd to think of the video game licensing sector as one that is still in its relative infancy. There’s a maturity to many of the partnerships that circle the market and its audiences that would suggest the experience and wisdom of one established decades ago, when Pong’s first pixels flickered to life and into the homes of 1970s America.

Perhaps it’s a manifestation of an industry’s self-assurance? The video games sector has the charisma of an entertainment sector that not only knows its worth, but enjoys the fact that you know it, too. And it’s one fuelled by a fandom so immersed in its narratives, that when it comes to licensing, the consumer products space is a playground in which it can have a lot of fun.

That’s precisely what Anthony Marks, managing director of the pop culture specialist, Fanattik is doing right now. Having a lot of fun. Because gone are the days when games publishers would lean into the ‘bare minimum assets and a logo’ kind licensing, and here to stay is an era in which licensing is being given the chance to explore a game’s terrain, reach into its DNA and pull from it elements that reverberate with fans around the world.

And if you’re not buying that, then there’s at least some cool collectables being made.

Here, Licensing.biz catches up with Fanattik’s Anthony Marks to talk about the health of the video game licensing sector, the creativity that surrounds it, and why he’ll be shipping the entire development team off to the states come next year…

Hello Anthony, and thanks for taking the time to talk video games with us this week. Fanattik’s video game IP portfolio is continuing to grow, with some exciting titles added recently in Sea of Thieves. What do you and the team make of the health of the video games licensing space today?

Video games are the healthiest part of the licensing world in my opinion. It’s no secret that when Covid hit, it super charged what was already a fast growing sector. This is a huge market which a lot of retailers haven’t picked up on yet and that is why there is still so much opportunity for growth in this sector.

How do you think video games licensing has changed in the last few years? What are consumers and fans demanding from the video games merchandise they buy today?

When we first started signing up video game properties, merchandise was the last thing on the brand owners’ mind and you were lucky to get just a handful of assets along with the logo. Now it’s a very different picture as it’s not just about generating income for the brands anymore. The merchandise is an extension of their marketing activities and a way to further increase brand loyalty.

What is it about the sector that excites Fanattik? What level of creativity with licensing does today’s fandom around video games lend you guys when it comes to developing concepts?

The possibilities feel endless with gaming, whether it’s an upcoming big budget game or an evergreen title, the developers create such an immense backstory to each title it really does give us the opportunity to dig deep and create some really interesting pieces.

The creators know every nook and cranny so we work hand in hand with the studios. Next year we are sending a team to the USA to sit with one studio and immerse themselves in just one particular title. Whilst it could have been done over video, I believe you need to commit 100 per cent to develop concepts the fandom will truly appreciate, so we need to be face to face with their creative team.

Looking at the Sea of Thieves collection – from Doubloons to limited edition art prints – it appears to draw directly from game play or intricate components from within the IP. Why does video game licensing lend itself better to this level of immersion than other entertainment medium?

Unlike a film, where a fan walks out of the cinema and a few days later possibly only remembers the ending or the big action scenes, with games the fan can be playing the same part of the game over and over again for days to get to that next stage. They have to pay attention to every aspect of each part of the game they are in to learn how to progress and that, for example, is why the in-game replica’s we create for video game properties are working so well for retailers.

What are Fanattik’s plans in the video game licensing space? How will you continue to innovate and push the boundaries when it comes to immersion and linking IP with the merchandising?

Now is a great time to ask that question, we are in the final stages of renewing and expanding our licenses with two of the world’s biggest video game studios. We will be further focusing on in-game replica’s, luckily where I am a fan of the retro titles we have a great team of designers who are all avid gamers and you need that when you are trying to create something special, video game fans will pick up straight away if you are trying to wing it.

What do you think the future holds for video game licensing? What is exciting you about the scene right now?

What has always excited us is that this is still a relatively young industry, one where the consumers are happy to pay for an item with a retailer and wait three to four months until they receive the product without batting an eyelid. It’s also an industry where the brand owners encourage you to be as quirky as possible and create products that will stand out which suits Fanattik.

What would you like to see the licensing industry do with video game IP? Where do you think video game licensing should be heading?

I think it’s already happening and that is the studios putting more resources into promoting their retro titles and not just the latest release.

So, what’s the next step for you guys? 

Export, export,and export. In all license negotiations now we are aiming for, if not a global license then, as much territory as possible. The team put so much effort into each and every product it makes sense to get that product to as wide a range of fans as possible. So in 2022 we will have a presence at Nuremberg Toy Fair, New York Toy Fair as well as the Las Vegas Licensing show.

Thank you Anthony. Before we let you go, is there anything you’d like to add?

Only that we know it can be tricky for gift retailers who are new to this sector. They have to work out which gaming property to support and don’t want to risk shelf space on the latest game release if it may not be as well received by the fans as they had hoped.

On the other hand I can imagine a buyer trying to explain to their senior team that they want to allocate shelf space to merchandise from a 20 year old game. We are on hand to sit with buyers, show them our case studies and help them select a range that is going to work for them, after all it’s in our interests for them to sell as many pieces as possible!

ITV brings Saturday night game show The Void to Fortnite Creative

ITV has become the first broadcaster to enter the Fortnite Creative as it launches an in-game version of its new entertainment show, The Void, to the video game.

Marking a whole new step into the Metaverse for the studio, ITV is recreating the Saturday night game show in Fortnite Creative, allowing players to take on their own in-game version of the challenges and tasks undertaken in the programme.

ITV is the latest entertainment giant outside of video games to find its footing within Fortnite Creative as the deal follows a major recent partnership between Fortnite and The O2 that witnessed the entertainment venue launch a digital version into the video game. 

The week-long partnership culminated with an in-game concert performance by the UK group Easy Life.

Fortnite Creative’s link up with ITV marks the first time a UK broadcaster has utilised the platform. ITV is now building up a network of creators on different platforms to activate Metaverse audiences around its programmes.

The Void is hosted by Ashley Banjo and Fleur East and sees contestants put to the test as they take on a range of mental and physical challenges while navigating the prospect of falling into The Void – a chasm of 520,000 litres of water stretching across the arena floor.

Following the initial Fortnite Creative pilot, ITV is planning to roll out the concept to other programme and bring brands on board.

Dan Colton, ITV Group Strategy and Transformation Director, said: “The Void is a really innovative new Saturday night show that fits perfectly with this style of gameplay.

“The Metaverse is a huge opportunity for ITV both from a consumer and advertiser perspective and this is the first step of how we can best make use of our IP in these spaces.”

Toikido and Dreamtex cosy up for Among Us bedding and homewares

The boutique bedding specialist, Dreamtex Ltd has partnered with Toikido to launch a licensed homewares collection based on the globally popular video gaming franchise, Among Us.

Under the partnership, Dreamtex will be launching Among Us themed bedding, blankets, towels, and cushions later this year, all of which will celebrate and reflect the style of the hit spaceship survival game. Among Us has become a runaway gaming sensation over the past year, recognised for its cast of characters and gameplay centered around deception.

The Dreamtex collection will incorporate 2D characters graphics from the game along with their classic phrases.

“The sell-in so far has been phenomenal with orders already covering the majority of Dreamtex’s customer base,” said Anthony Duckworth, MD of Dreamtex Ltd. “Among Us is already proving to be one of our biggest success stories. It is a must-have brand that can only get stronger through 2021 and beyond, and we will endeavour to maximise all retail opportunities with our innovative approach to product development and design.

“We are delighted to be working with the team at Toikido and excited to have added Among Us to our growing portfolio of gaming brands. We know that Among Us merchandise is in high demand and we are thrilled to be playing our part in the game’s licensing story.”

Darran Garnham, founder of Toikido, added: “We are delighted to bring Toikido and Dreamtex together on this project. Dreamtex’s quality, design, sourcing, and ethical standards are phenomenal, as is their passion for Toikido’s vision for the AmongUs brand.”

Dreamtex Ltd is an award-winning, privately owned UK company offering a bespoke approach to licensed merchandise. The company was founded and is owned by Anthony Duckworth, Andrew Downie, and Jo Duckworth who together bring extensive local knowledge and expertise to the home textile category.

Meanwhile, headquartered in London, Toikido has an ecosystem across licensing, gaming, music and entertainment that aims to react quickly in bringing brands to market. Its partnership with Innersloth Games was devised to bring its flagship gaming brand, Among Us to the toys, apparel, and homewares space for fans across the globe.

Toikido supports UKIE’s ongoing #RaiseTheGame Diversity Pledge.

Ripping up the rule book | NFTs could just change video gaming forever – but will the big players allow it?

This month, Licensing.biz is taking a look at the video games market to uncover and discuss the latest developments and opportunities in licensing around the world’s largest entertainment sector. Here, and in the first of a series of articles exploring the emerging NFTs sector, we explore the potential for non fungible tokens in the video game space.

[divider style=”solid” top=”20″ bottom=”20″]

It started out by breeding kittens. Like these things often do, it snowballed from there, and today, NFT video gaming is becoming a strand of the global gaming market that’s really worth paying attention to.

In fact, experts in the field predict that NFTs will change the shape of the video gaming market for good and in a manner that will turn convention on its head to place players right at the very centre of the multi-billion dollar industry. Which all sounds very noble, if not just a little bit too far fetched, surely?

Well, maybe not. Let’s return to those kittens. You were hoping we would. And let’s remind ourselves that it was way back in 2017 – when Covid-19 was a mere tickle at the back of a young bat’s throat – that collecting and breeding digital cats through the CryptoKitties platform was at the height of its popularity. 

One of the earliest blockchain games in existence, the title made headlines for congesting the Ethereum network upon which its kittens ‘lived’ due to its overwhelming popularity. Believe it or not, the idea of collecting digital kittens – each one ultimately unique to their owner – to trade, sell, or use to breed completely new kittens, was one that caught the imagination of a rather sizeable chunk of the global gaming audience.

Neither just for Christmas or simply commodities for turning a profit (and daily CryptoKitties sales are still hitting over $30,000 a day, by the way) these kitties were also able to be utilised as characters in the KittyVerse, where they would participate in cat fights or solve puzzles. In essence, they were uniquely individual characters, controlled and owned by individual players, that could be inserted into any gaming scenario on the CryptoKitties platform.

Meanwhile, those who weren’t occupying themselves with the gestation period of a digital cat were getting their NFT kicks through Reality Gaming Group’s mobile combat game, Reality Clash and its own USP, a platform that enabled players to purchase ‘tokenised’, limited edition weapons to be downloaded into its game.

Tony Pearce is the co-founder of Reality Gaming Group, pioneers of NFT video gaming

These were, of course, the days of NFT before the term NFT even existed. The mere cave drawings of a concept that has in recent months been subject of an enlightenment and at the centre of an “explosion” that has witnessed brands – whether from the arts and culture (or even museums) sector or the children’s toy industry – move to get a foot in the digital collectables door.

“Back then, the only way we could talk about what we were doing was that we were ‘wrapping’ these items with a bit of code that tokenised them and made them limited edition,” recalls Tony Pearce, co-founder of Reality Gaming Group. 

“For three years I tried to explain this to people who had no idea what I was talking about. But in the last six months, the NFT world has exploded… people are beginning to know what we mean by it.”

While it’s evident that the loudest noises are being made in the collectable art side to the NFT movement, Pearce remains insistent that the greatest cultural impacts are yet to be felt, and they will be felt across the video games industry.

“Every week that goes by, more and more people are realising the potential for NFT games,” he says. “But it is still a very small market, when you compare it to mobile games revenue in general. And it’s tiny in the whole games industry. But I have been in games for over 20 years, and have always come into new platforms.

“This is a platform that is waiting for a tipping point. It will be the moment that a really big gaming IP comes into it, integrates NFTs seamlessly, and makes it super easy for people to understand. And that is happening.”

It wasn’t too long ago that BBC Studios detailed its first partnership in the space, tapping Reality Gaming Group itself to develop a blockchain-based digital trading card game based on its Doctor Who franchise. 

Titled Doctor Who: Worlds Apart, the licensed game enables fans to collect and trade digital versions of the characters from the iconic TV series. Secured on the blockchain, each NFT is a unique asset that cannot be copied, replicated, or even tampered with. They are in essence, one of a kind. A limited edition of absolute singular rarity. Like little digital snowflakes that will remain frozen. For the rest of time.

But for the kind of cultural impact that Pearce envisions, we need to scale up. 

“It’s going to be Call of Duty having tradeable guns, or FiFA having tokenised players to trade with; it’s going to be one of these mass market games that integrates NFT seamlessly, and suddenly people will realise what that means for games.”

And that’s perhaps, precisely why, so far, it hasn’t been done. After all, what publisher will be the first Triple A video game franchise in the queue to relinquish its power over its players? For the companies currently running the show, the NFT pill is a bitter and tough one to swallow right now. And one that could turn the market on its head. 

“The truth is,” admits Pearce, “the big game companies are worried about this. They are very happy to lock people in to their games, and only their games. The last thing Fortnite wants is you buying an in-app skin, taking it out and using it somewhere else. They want you spending money in the game.

“And that’s where the games industry is wrong in my view, and why I am so happy with the way the blockchain is changing that; because you could spend hundreds of pounds in a game, and actually, you don’t own anything.”

And what happens if that game gets pulled? It’s certainly not an uncommon occurrence, and with a majority of games now opting for in-game purchasing, the impact of closures could potential reach far and wide. According to the statistical website, Statista, in-game purchasing overtook game purchases last year, accounting for the biggest share of the video game market and taking around $54 billion from global audiences last year. By 2025, the market value of in-game purchases is expected to pass $74.4 billion.

This is no small amount that gamers are spending on items that, when it comes down to it, do not – in the physical sense –  belong to them.

Doctor Who: Worlds Apart – an AR and NFT digital card game developed by BBC Studios and Reality Gaming Group

“In the real world, I go into TopShop three months ago and buy a t-shirt. TopShop went bust two months ago, so I’m walking down the street and my shirt disappears? That’s the equivalent of in-game purchasing right now,” says Pearce.

“I spent real money on those items, why don’t I own them? Well, the reason I don’t own them is because they are logged into that game in a centralised database. You don’t even have a wallet, you have an account.”

The idea central to NFTs then – whether that is in the video games space or in the digital collectables and art world – is that it allows for ownership to be changed hands. Its story is that it transfers the power back to the consumer or the player, by decentralising the assets bought by the player. Taking them out of the system composed by the games publishers, and into the ‘wallets’ (they are actually called wallets) of their owners. Even if the game they are from does go bust.

“So imagine that scenario, and the game you play has gone bust. You could say, ‘well what do I use my NFT gun for now’? Well, guess what?” says Pearce. “Someone else will make a game that will allow you to use that gun in it, because there is a community of people that have all of these guns that are waiting for the next game to come out.

“You have instantly got a community of hundreds of thousands of people that are desperate to use their items. What a great user acquisition tool that is.

“And if you have a game like Fortnite, that locks you in and won’t allow for NFTs, or a new game similar to Fortnite where you can use your NFTs, well, guess where the players are going to go.”

And that has to be the crux of the argument. The success or failure of the NFT video game market must therefore rest with the players.

“It is the players, the gamers, and the community that is going to force the big games companies to go blockchain, because independents are building for it. The big players have had it too good for too long but the blockchain has the potential to change all of that.

“It’s not going to be before Christmas, but over the next two to three years, we will see a big brand step in. simply because they have to. NFTs have the potential to turn things on its head, all driven by the global audience of gamers.”

You don’t get much more punk rock than that, and who knew it would all begin by breeding kittens.

MGM and NACON bring RoboCop back to video gaming with 2023 release RoboCop: Rogue City

The film and TV studio, MGM has teamed with the video game publisher, NACON to launch a new RoboCop video game based on the first three films in the original RoboCop movie universe.

Titled RoboCop: Rogue City, the game will feature a new storyline and is currently being developed by the studio Teyon, the team behind the critically successful Terminator: Resistance. The game has a planned release date of 2023 across console and PC platforms.

A classic sci-fi adventure, RoboCop is regarded as one of Hollywood’s most iconic film franchises of all time. First released in 1987, the franchise continues to resonate with audiences around the world today. Celebrating its 35h anniversary next year, RoboCop enjoys a robust consumer products and licensing programme and boasts a strong legacy in the gaming space.

“We’re delighted to be teaming up with MGM to offer a new vision of a popular franchise that was created over 30 years ago,” said Alain Falc, CEO of NACON. “The game is the perfect fit to pursue our aim of offering different gaming experiences to the widest possible audience.”

Both NACON and Teyon will work with MGM to develop a gaming experience authentic to the RoboCop franchise. The original film follows the story of police officer, Alex Murphy who, when attacked by robbers is reconstructed by doctors who create an unstoppable crime-fighting cyborg.

“We’re very much looking forward to collaborating with NACON and Teyon to bring one of MGM’s most timeless IPs back to gaming platforms with a brand new story,” said Robert Marick, executive president global consumer products and experiences, MGM.

“The film is known for gripping action and complex storytelling, and we are excited for RoboCop fans to experience this first hand through the game.”

More information about RoboCop: Rogue City will be revealed in the coming weeks.

Wargaming’s World of Warships commandeers HMS Belfast in groundbreaking Imperial War Museums partnership

Wargaming, the developer and publisher of the popular combat video game, World of Warships, has commandeered HMS Belfast to open a new gaming room for fans of the franchise, in a new partnership with Imperial War Museums.

The room will be made available for the public when the venues reopens this week (July 8th), inviting visitors to the newly refurbished warship to immerse themselves in the world of naval combat as they get hands-on with World of Warships and World of Warships: Legends on in-situ gaming PCs and video game consoles.

World of Warships and World of Warships: Legends recorded over 50 million player accounts from across the world, giving players the opportunity to helm hundreds of historical vessels, including HMS Belfast itself, in a massively multiplayer video game title that requires a balance of strategy and real-time combat.

Offering the largest digital collection of historically accurate ships available to play, World of Warships is supporting the global community of museums and heritage sites with in-game content based on historical documents and actual blueprints from the first half of the 20th century.

Meanwhile, following an extended closure that started in March 2020, HMS Belfast is reopening in time for summer with new exhibition spaces and an enhanced visitor offer onboard. From July 8th, visitors to the Second World War Royal Navy warship can explore new displays, discover stories from crew members and enjoy interactive experiences such as the World of Warships Command Centre.

John Brown, IWM executive director commercial services and operations, said: “After an extended closure period of sixteen months, we are thrilled to be reopening HMS Belfast this summer and welcome visitors back onboard this magnificent warship.

“The World of Warships Command Centre is a really fantastic addition to the refreshed visitor offer and will enable audiences to interact with HMS Belfast and its history in a completely new way.”

Victor Kislyi, CEO of Wargaming added: “Over the past year we have been privileged to work with naval museums across the world and support them during an immensely difficult time.

“We are delighted to be able to add a new dimension to the already incredible offering onboard HMS Belfast, and can’t wait to see this historic warship ship delight and educate visitors once more.”

Tinderbox brings Tell Me Why video game soundtrack to vinyl in iam8bit deal

Xbox Game Studios Publishing has partnered with iam8bit and DONTNOD Entertainment to bring the soundtrack of the episodic narrative adventure gaming title, Tell Me Why, to vinyl.

In a deal brokered by the video game licensing specialist and digital media division of Beanstalk, Tinderbox, the new LP will feature 17 songs from the composer and musician Ryan Scott and the ethereal soundtrack to the popular adventure game.

‘The score is as complex as the game’s themes, with sparse passages building into complicated and soaring melodies,’ read a description of the soundtrack.

Packaged inside is a sleeve that faithfully recreates the in-game Book of Goblins. Fiber artist, Theo Randall, was inspired by the game’s handcrafted piece which is seen as an emotional touchstone throughout Tell Me Why. iam8bit used quilting, linotype stamping and applique techniques to create a physical piece that embodies the game’s unique attributes.

“The quilted theme is further underscored by embossing and debossing, which creates the illusion that the soundtrack album has been pulled from the game into this world. It’s a remarkable piece of tactile art that draws inspiration from not only the Book of Goblins but also Tell Me Why’s deeper themes,” said the firm.

Tell Me Why is an episodic narrative that tells the story of twins, Tyler and Alyson Ronan, who return to their childhood home in Alaska to investigate their mother’s death. Their telepathic bond sets them apart and serves to provide the player with insight into DONTNOD’s story about childhood, identity and redemption.

Following its release last year, the game has won several awards, including “Games for Impact” at The Game Awards and “Best Microsoft Xbox Game” at the Best of Gamescom Awards.

DONTNOD’s work in exploring trans identity in mainstream gaming earned Tell Me Why a GLAAD Media Award for “Outstanding Video Game.” Tell Me Why is currently free on Xbox and PC throughout the month of June.

As part of Pride Month, customers can choose to donate a dollar or round up their total at checkout to the nearest dollar in support of Trans Lifeline and The Trevor Project. iam8bit will match those donations. iam8bit is also proudly participating in ohhey.gay, an online initiative designed to support LGBTQ communities The Tell Me Why vinyl soundtrack is available for pre-order on iam8bit today.

The $39.99 album also includes a digital download of the soundtrack. Orders are expected to ship Q1 2022.

Miraculous ‘shows all signs of a hit’ on Roblox as gameplay exceeds 100 million

ZAG Games’ video game title, Miraculous RP: Quests of Ladybug and Cat Noir is showing ‘all signs of an international hit’ having surpassed 100 million visits in seven weeks, and 88 per cent player approval rating, and more than one million daily active users within its first week on the Roblox platform.

Released on May 4th this year, Miraculous RP: Quests of Ladybug and Cat Noir is a role play game based on the animated series Miraculous – Tales of Ladybug and Cat Noir, and the first game based on a TV series to be developed on the Roblox platform.

Already a global animation hit, the game appears to have translated its success to the gaming sphere. Within its first week of beta-testing, the game had secured a rolling seven-day average of 1.2 million users, representing almost three per cent of Roblox platform’s global daily active user base.

Due to the high number of plays within a short timeframe, Roblox’s indexes started including the game in the “Popular” category within 48 hours and the “Up and Coming” category within 72 hours. The game has since been the subject of a number of positive reviews from influencers and players across platforms such as YouTube, Instagram, Twitch, Discord, and TikTok.

“Fans of the famous Ladybug and Cat Noir characters were highly engaged during the development of the game’s play tests, providing feedback on ideas, design concepts and more,” said Elinor Schops, VP of ZAG Games and Interactive Experiences.

“When the fans discovered the beta release, they quickly started playing and we are thrilled that our first game on Roblox has been so widely and quickly embraced.”

In Miraculous RP: Quests of Ladybug & Cat Noir, players are transported to Miraculous Paris. There they can role play characters from the show, recreate their favorite moments, hang out with friends, explore the city, play mini-games, defeat villains, and even create their own Miraculous superhero.

“Never did we anticipate such viral success during our Beta testing mode. We are humbled by how the game has been received by the community on Roblox and how players are using their voices to promote it across many platforms,” said Anat Shperling, CEO of Toya, the female-led, Tel-Aviv based studio and partner or ZAG Games on the project.

“This resonance represents tremendous validation for Toya’s mission and approach to creating on the platform – with inclusivity and a commitment to developing strong and diverse characters that serve as role models for girls, boys, and young adults to play with.”

The launch of the Roblox game coincides with the debut of ZAG’s second big-budget animated movie, Miraculous World – Shanghai – Lady Dragon. Fans are also awaiting the launch of the theatrical feature, Ladybug & Cat Noir: Awakening(US$100M+ budget), which is planned for release worldwide in fall 2021 or first quarter of 2022.

Miraculous has grown its digital reach by 178 per cent over the course of the last year, and now attracts over 15 million subscribers across its nine official YouTube channels, currently available in eight languages. With a total 22 billion views, fans have collectively viewed more than 300 million hours of content.