Universal Music and Gameloft launch first Queen mobile game Queen: Rock Tour

The iconic rock group, Queen, is making its mobile gaming debut with the launch of Queen: Rock Tour, an official game for Android and iOS devices delivered to coincide with the band’s celebration of 50 years since its recruitment of John Deacon this year. Well, any reason for a party…

2021 was planned to be the year of the Queen Golden Jubilee, with a massive 29-date European stadium and arena tour for the band to share its milestone year with the fans. However, with live music still in lockdown and the tour shelved until 2022, the rock group was forced into rethinking its celebratory strategy.

Queen: Rock Tour gives players a chance to experience the might of the Queen experience on their phones supported by extensive attention to detail contributed by the official Queen archives and experts. User can hit the stage and perform with the entire band as they unleash their music talents to play thrilling guitar riffs, heart-pounding drum solos and more.

“Be a Lockdown Rock Star! No turning back!” said Queen’s Brian May on the game launch.

The game allows users to immerse themselves into the world of Queen – progress and score points by playing along to 20 of their most popular hits including: Bohemian Rhapsody, We Will Rock You, Radio Ga Ga, I Want to Break Free and We Are The Champions, whilst performing at 10 historic concert venues from around the world.

Players can then style their performances with over 40 official costumes from the band’s history and help unlock fun trivia facts and exclusive images from the official Queen archives, by scoring highly in the game.

Queen: Rock Tour was created in association with Universal Music Group, Hollywood Records and developed by Gameloft for brands, leader in the creation of gaming experiences for brands.

Cedric Ratajczak, creative director at Gameloft for brands, said: “Our ambition was to push the boundaries of music and gaming with a fun and rewarding experience that would put players in Queen shoes at pivotal points in their career and make them perform in real-time Queen’s live music unlike ever before.

“The creative challenge was to modernize the traditional rhythm-game genre with innovative and mobile-friendly twists inheriting from hyper-casual gaming, and with a unique and happy visual style that offers a timeless look to the band, appealing to the new generation of players.

“We devoted enormous attention to the details of Queen’s history, authenticity and artistry to craft a fitting tribute to one of the most significant bands in rock history and aim at setting new standards for how band-focused music games could be executed on mobile today.”

Andrew Kronfeld, executive vice president, marketing at Universal Music Group, added: “Today, Queen are globally recognized as one of the most iconic and important bands in history. Decades after their first live shows together and following on from the huge worldwide box office success of the Bohemian Rhapsody biopic, their popularity continues to grow every year.

“We hope the launch of Rock Tour will introduce their inimitable rock legacy and catalogue to a new generation of fans, through this unique new gaming experience.”

Universal Music and Gameloft launch first Queen mobile game Queen: Rock Tour

The iconic rock group, Queen, is making its mobile gaming debut with the launch of Queen: Rock Tour, an official game for Android and iOS devices delivered to coincide with the band’s celebration of 50 years since its recruitment of John Deacon this year. Well, any reason for a party…

2021 was planned to be the year of the Queen Golden Jubilee, with a massive 29-date European stadium and arena tour for the band to share its milestone year with the fans. However, with live music still in lockdown and the tour shelved until 2022, the rock group was forced into rethinking its celebratory strategy.

Queen: Rock Tour gives players a chance to experience the might of the Queen experience on their phones supported by extensive attention to detail contributed by the official Queen archives and experts. User can hit the stage and perform with the entire band as they unleash their music talents to play thrilling guitar riffs, heart-pounding drum solos and more.

“Be a Lockdown Rock Star! No turning back!” said Queen’s Brian May on the game launch.

The game allows users to immerse themselves into the world of Queen – progress and score points by playing along to 20 of their most popular hits including: Bohemian Rhapsody, We Will Rock You, Radio Ga Ga, I Want to Break Free and We Are The Champions, whilst performing at 10 historic concert venues from around the world.

Players can then style their performances with over 40 official costumes from the band’s history and help unlock fun trivia facts and exclusive images from the official Queen archives, by scoring highly in the game.

Queen: Rock Tour was created in association with Universal Music Group, Hollywood Records and developed by Gameloft for brands, leader in the creation of gaming experiences for brands.

Cedric Ratajczak, creative director at Gameloft for brands, said: “Our ambition was to push the boundaries of music and gaming with a fun and rewarding experience that would put players in Queen shoes at pivotal points in their career and make them perform in real-time Queen’s live music unlike ever before.

“The creative challenge was to modernize the traditional rhythm-game genre with innovative and mobile-friendly twists inheriting from hyper-casual gaming, and with a unique and happy visual style that offers a timeless look to the band, appealing to the new generation of players.

“We devoted enormous attention to the details of Queen’s history, authenticity and artistry to craft a fitting tribute to one of the most significant bands in rock history and aim at setting new standards for how band-focused music games could be executed on mobile today.”

Andrew Kronfeld, executive vice president, marketing at Universal Music Group, added: “Today, Queen are globally recognized as one of the most iconic and important bands in history. Decades after their first live shows together and following on from the huge worldwide box office success of the Bohemian Rhapsody biopic, their popularity continues to grow every year.

“We hope the launch of Rock Tour will introduce their inimitable rock legacy and catalogue to a new generation of fans, through this unique new gaming experience.”

Zynga and Lucasfilm announce Star Wars: Hunters for Nintendo Switch and mobile

The mobile gaming goliath, Zynga is making its first move into the console arena, having been unveiled as the newest partner for Lucasfilm’s renewed, post-EA push into the video games space.

In a virtual event hosted by Nintendo this week, details of a new Star Wars console game for the Nintendo Switch were finally announced, with Zynga taking the lead on the cross-platform title and its own first steps in the previously unexplored segment.

Under the new partnership with Lucasfilm and Nintendo, Zynga will launch the free-to-play Star Wars: Hunters across the Switch console and mobile platforms. The deal is yet another development for the Star Wars franchise and its activity in the gaming market, following the recent news that Lucasfilm’s exclusivity deal with EA for console games would not be renewed.

During this week’s Nintendo Direct, a virtual event in which the video games company detailed a swathe of upcoming releases, Star Wars: Hunters was described as “a competitive arena combat game… coming in 2021.

“Star Wars: Hunters will bring players together to engage in thrilling, squad based, multiplayer battles featuring a diverse array of distinctive new Star Wars characters.”

Bernard Kim, president of publishing at Zynga, said: “Bringing Star Wars: Hunters to the Nintendo Switch and its passionate fan-base marks an exciting milestone for Zynga.

“We created Star Wars: Hunters for every fan who has ever dreamed about playing a high-intensity action game set in the Star Wars galaxy and are excited to see Switch players embrace our foray into console gaming.”

Shaun the Sheep joins Atari’s RollerCoaster Tycoon Touch in new Aardman partnership

The cast of Shaun the Sheep are entering the world of theme park management thanks to a new partnership between the UK’s award-winning animation studio, Aardman, and the hit games developer, Atari.

Under the new partnership, characters from the popular stop-animated series, Shaun the Sheep will now enter the universe of RollerCoaster Tycoon Touch for mobile devices through a season update that will deliver branded rides, character statues, and various Shaun the Sheep-themed attractions to the game.

“Much like RollerCoaster Tycoon, Aardman is a well-loved brand with years of global prestige; it’s a brand that fans can count on to bring fun and endlessly charming characters to whatever they work on,” said Tony Chien, VP marketing of Atari.

“This partnership allows us to bring a fresh yet well-known face to RollerCoaster Tycoon Touch. We are thrilled to share all of the creatively themed content that the world of Shaun the Sheep offers to our fans.”

Adam Vincent-Garland, category manager, interactive and toys, at Aardman, added: “RollerCoaster Tycoon is one of one the world’s most recognized and established amusement park building game franchises.

Shaun the Sheep attractions have been entertaining families across the globe for years, so it only made sense to bring Shaun to the beloved mobile game. Players will be flocking to customize their parks with new and hilarious rides and attractions featuring everyone’s favorite fuzzy friend.”

 

15 new themed rides and attractions inspired by the world of Shaun the Sheep will now become a part of the game, allowing park visitors to get a high-level view of frantic farm madness by riding the Tower of Sheep and Lu-La’s Helter Skelter, stop in for a slice of ‘za at the Shaun the Sheep Pizzeria (or brave the pizza-themed Baa-gherita ride), and strap into the Shaun the Sheep Farmhouse Coaste.

Players can also collect statues of fan-favorite characters including the Farmer, Bitzer, Timmy, and of course, Shaun himself.Shaun the Sheep rides and attractions are available via the in-game store or unlocked by completing in-game challenges. 

Based on RollerCoaster Tycoon, one of the best-selling franchises in PC gaming history, RollerCoaster Tycoon Touch is a free-to-play, innovative 3D simulation game where players can create, build, manage, and share their own imaginative park creations.

RollerCoaster Tycoon Touch features a touch-control coaster creator that encourages players to easily design coasters – giving them the freedom to express their creativity. Released in early 2017 on mobile devices, RollerCoaster Tycoon Touch has been downloaded over 30 million times and soared to the top of the charts after being featured numerous times on the App Store and Google Play.

Asterix celebrates year of ‘unparalleled success’ in album sales and licensing deals

Asterix has marked 2020 as a year ‘of unparalleled’ success during which its latest album, The Chieftain’s Daughter sold more than five million copes around the world, hitting a new record for an Asterix album since the series takeover in 2013.

Meanwhile, the illustrated album Le Menhir d’Or, published in October last year, is about to exceed 15,000 copies sold in France – a record for an illustrated album.

The iconic French comic brand has reported that it has shifted nearly 800,000 copies of albums from its current backlist throughout 2020, marking a five per cent increase when compared to sales through 2019, and 35 per cent more than 2018.

On the licensing side, major operations have been equally successful. Lidl the brand in 2020 for a loyalty program over ten weeks, with new activations already signed off for 2021. In France, Asterix stands as the favourite charcter for boys aged seven to 14, ahead of Harry Potter and in the overall top ten licenses in the country.

Asterix brand owners, Éditions Albert René are now coining 2021 as the year for Asterix as it gears up for the launch of a new comic book album this October, and the debut of a new TV series based on the character Idefix/Dogmatix on France Televisions this September. It will also air on Super RTL in Germany at the end of the year.

Meanwhile, 2022 will see the release of the live action film in which Asterix and Obelix travel to China on an unprecedented adventure in a new movie directed by Guillaume Canet.

Asterix will also be leaving his mark on the gaming space with the planned launch for an augmented reality mobile game this spring, Developed by Hootside, the game will see players take on the role of a young Gaul from the village, and help Obelix find his friends. It’s been billed as an immersive new game that will play a key role in recruiting new fans to the IP.

Darran Garnham’s Toikido launches with AmongUs global toy rights

Given the manner in which Innersloth’s hit mobile and Steam gaming title, AmongUs, has managed to capture the world’s attention over the course of 2020, it was always to be the rather fortunate firm indeed to whom the licensing and toy rights finally fell.

Launched in June 2018, it took a global pandemic to give the free multi-player game the airtime it needed, driven in popularity by a number of high-profile Twitch channels that picked it up as the ultimate antidote to Coronavirus boredom, to officially become the most downloaded game globally of the past year.

Beating other popular mobile games such as PUBG mobile, Roblox, and Call of Duty, AmongUs hit a total of 264 million downloads globally last year. 41 million of those were in the US alone.

The game fired the collective imaginations of gamers the world over and incited much chatter over who – indeed if anyone – would be the company that aligned itself with the sensibilities of its studio, Innersloth, enough to take the game into the physical consumer products space.

Toikido founder Darran Garnham

It came as little surprise then when, only last week, the toy, licensing, and entertainment industry guru, Darran Garnham, declared that the honour had fallen to him and his boundary-pushing, multi-discipline business venture, Toikido.

The big news for everyone keen on tapping into one of the biggest entertainment IPs to have emerged from the 2020 pandemic – and most likely its ongoing 2021 twinned experience – is that, with the global master toy rights to AmongUs, we can expect to see launches across a number of categories, including – “but certainly not limited to” – collectables, figures, plush, play-sets, RC, and more.

The partnership will mark the first for Toikido, a business itself born out of the last year, as it looks to “push the envelope of innovation” in not only the kind of toys and IP it delivers to a contemporary toy industry, but in the way the industry itself operates. From the outset, Toikido certainly appears to be one of the many silver linings that the children’s industry has striven for over the last 12 months.

“Toikido has been born by handpicking amazing people who I have always wanted to bring together,” Darren Garnham, the business’ founder, tells ToyNews. “We’ve developed an ecosystem across many disciplines and skills that are really going to shake things up a bit.”

First and foremost, Toikido will be doing so by partnering with existing studios as well as developing its own brands, games, and content. Secondly, states Garnham, is that Toikido has been designed from the ground up, to push the envelope of what toy companies of the 21st century look like.

“We are a young team and between us have decades of knowledge, strong relationships throughout the industry, and we are trusted,” says Garnham. “It’s a group that includes Grammy and BAFTA winners, inventors, investors, social media, IP and tech experts, and it’s this unique blend of talent and skills that will make the difference.”

A name well-known in the toy, licensing, and entertainment circles, Garnham’s career has seen him attached to some of the biggest companies across the space, including the likes of Nintendo, Pokemon, LEGO, MTW Toys, and Mind Candy as part of the team that built Moshi Monsters into a multi billion-dollar retail business. It’s an enviable CV and one – through his experience with Moshi and a tenure at Universal (where he managed over 4,000 licensees) that has given him the skills needed to run a global IP business.

“I have worked with the very best toy companies, watched how they pitch, what they pitch, how they innovate and where opportunities exist to do things even better,” says Garnham. “I have also been exposed to models well outside the toy industry and this has led us to conclude that there are untried models we can pull from other industries into the toy space and make a real difference to how business is done.”

It’s through a career as diverse as the people and talent he has met throughout it that Toikido begins to be pulled together. It’s not just a team drawing from the toy or licensing industries, but backgrounds working with some of the biggest artists (in both music and social media) in the world.

“This allows us to not only launch toys from different platforms, but also from unexpected places,” he says. “This cross-functional, cross-platform integration and knowledge is one of the things that sets us apart.”

Garnham makes it abundantly clear that Toikido is here to “turn things on their head” in the toy space. A career spent watching innovation in product give way to cost in order to meet the demands of each part of the chain, Garnham wants to prove that “it’s still possible to make amazing products that give each part of the chain what they want without having to drop the quality bar.”

“Retailers want as much margin as possible, licensors as much royalty as possible, but also the best products, and the end consumer wants value for money. The we include R&D costs, marketing, shipping and placement, and compromise and mediocrity take over. This often leads to cheap, disposable toys making innovation difficult,” Garnham says.

“But we will be delivering toys that will be kept and passed down the generations because they are great toys with great play value.”

With a hand in Mediatonic, the wellness app Calm, KidsKnowBest and SuperAwesome, Garnham makes no secret of the fact that he likes to be involved in “fast moving, disruptive companies.”

“I love the journey, the energy, the belief to win,” he explains. “I also like data driven decisions. Research and launch, but don’t be afraid to kill or pivot if required.”

As a result of such mind-set, Toikido will be partnering with kids and family market experts Kids Industries and Kids Know Best as part of its service to partners, utilising the expertise of each to drive the firm’s insight and design strategy as well as targeted marketing initiatives through influencer programmes.

So to write 2020 off as the year we’d like to forget is to do a disservice to the leaps in innovation and forward-thinking that have been taken because of it. The toy industry itself has managed to find a new stride and has given space for opportunities as it has continued to grow during the challenges presented to it.

“Personally, I have taken 50 less flights this year and spent that time with my kids, while the negative knock-on effects for business has been minimal,” says Garnham. “I think we will question the need to spend the first quarter of the year running around the globe from fair to fair. With that being said, we work in an extremely sociable sector, and I can’t wait to bump elbows with friends when we next meet.”

When that will be, who’s to say. In the meantime, Garnham and the Toikido team have enough to keep them busy. Handling toy roll-out for the biggest mobile gaming IP of the past year is no small undertaking, and it’s a tone for the future of Toikido that the team is keen to pitch right.

“We are building a culture that will support our partners, avoid cannibalisation, and as a business, dedicate itself to supporting the shared visions, rather than taking in too many IP and getting distracted,” says Garnham.

“Within the team we have experts in numerous fields, so if the licensor requires, we can help expand IP from one platform to another – bring games into movies, toys into animation, social media talent into toys or music.

“We’re a new type of toy company for a brand new type of world, and we look forward to bringing a number of you on the journey with us.”

WWE teams with games developer nWay to launch WWE Undefeated on mobile

Mobile, consoles, and PC games developer nWay – a subsidiary of Animoca Brands – has partnered with WWE to launch the latest mobile game for the franchise, titles WWE Undefeated. The new launch features real-time head-to-head competition and features WWE Superstars and Legends.

Developed by nWay, the developer and publisher of hit multiplayer games such as Power Rangers: Legacy Wars and Power Rangers: Battle for the Grid, WWE Undefeated features quick-session matches designed for mobile devices, set against exotic backdrops from around the world.

Players can also compete head-to-head in real-time with live opponents while experiencing the action, signature moves, and larger-than-life Superstars synonymous with WWE.

“nWay is a leader in making real-time competitive multiplayer games and we could not be more excited to partner with WWE to deliver an over-the-top experience,” said Taehoon Kim, CEO of nWay. “Combining synchronous PvP gameplay with the ability to collect and upgrade signature moves of WWE Superstars makes Undefeated the ultimate WWE mobile game fans have been waiting for.”

Sarah Cummins, WWE senior vice president, consumer products, added: “nWay’s strong reputation for developing quality multiplayer games makes them a natural partner for us. WWE Undefeated will allow our fans to connect with their favorite Superstars and Legends in a fun and action-packed setting on their mobile devices.”

Players can pre-register to unlock special rewards by visiting wweundefeated.com.

Video games market to exceed $200 billion by 2023, says latest Juniper Research

The video games industry is on track to exceed $200 billion in value by 2023, according to the latest report from the global hi-tech communications analyst Juniper Research, growing from an expected $155 billion in 2020. The research company suggests that the growth will be lead over the next three years, by mobile and cloud gaming.

In its new report, Video Games: Industry Trends, Monetisation Strategies and Market Size 2020 – 2025, Juniper notes that the popularity of free-to-play games like Fortnite and Call of Duty Mobile is intensifying the move to in-game monetisation, and that cloud gaming and other video game subscriptions will grow at an average rate of nine per cent per year.

The industry is to see the projected growth despite the expected five per cent decline in purchase revenues over the next three year.

“At current gaming subscription prices, it will take an average of ten month of a subscription p[ayment to cover the retail cost of a single AAA game,” said co-author on the research paper, James Moar. “The value of these platforms lies in keeping players within an ecosystem, ensuring that revenue across multiple games is captured by a single platform.”

The research goes on to note that, thanks to the increase in gamers signing up to subscription services such as EA Access, Google Stadia, and Xbox Gamepass, as well as buying fewer standalone games, only mobile games will see a net increase in game installs between 2020 and 2023. It also suggests that 99 per cent of mobile game downloads in the next three years will be free-to-play.

Juniper anticipates that less than 50 per cent of PC game installs over the period will be paid for. However, these games will be the most lucrative segment for in-game purchases, approaching $32 billion in 2023. Mobile games will have more purchases, but higher value game expansion purchases will keep PC in-game revenue growth strong. Smartphone in-app revenue will grow at an average of eight per cent over the forecast period, as smartphone gaming in emerging markets grows.

Kids’ character Pocoyo lands new mobile gaming titles with Lab Cave Games

The popular children’s animated character, Pocoyo is making its way into the mobile gaming arena, courtesy of a new partnership between Zinkia Entertainment and Lab Cave Games. Under the multi-year deal, Lab Cave will now develop and publish games for mobile devices.

An expert in its field, Lab Cave Games has previously worked on over 700 mobile apps and will leverage its technology, knowledge and experience in mobile gaming to bring Zinkia’s animated characters to mobile screens. The developer will set to work on more than 40 existing Pocoyo mobile titles, as well as develop and publish new ones.

Zinkia Entertainment, meanwhile, is a BAFTA award-winning creator of entertainment brands and audiovisual content including the Pocoyo children’s comedy series, Mola Noguru and Shuriken School.

“Thanks to Lab Cave we can focus on making new audiovisual productions at the same time we optimize our app portfolio both in terms of marketing and technology,” said Jonás Ojeda, head of digital rights at Zinkia.

“And we can develop new games for our audience together to help expand our brand. We are very happy to have an expert and reliable partner like Lab Cave.”

Luis Berto, head of marketing and business development at Lab Cave, added: “We at Lab Cave are delighted by our collaborations with Zinkia. This is not only because they are leaders in the Spanish and international audiovisual industry, but because our collaboration will give us the opportunity to develop a joint strategy of development and publication of a game and app catalogue that marries the core beliefs of both companies: quality, innovation, technology and global presence.

“Most of all, we are thrilled to be able to align ourselves more closely with the Pocoyo universe and reach a whole new generation through the mobile world.”