#Gamescom 2021
Explore tagged Tumblr posts
Text

The Art of Dragon Age: The Veilguard Deluxe edition (DA:TV artbook bonus stuff). [source, via]
"The deluxe edition features: - An elegant foil-stamped slipcase and cover - Gilded pages - A ribbon book marker - Two lithographic art prints housed in a sleek portfolio" [source]
It looks like the two lithographic prints are this mural (which is from the 2020 TGA teaser iirc) and this art of Solas with a wolf by Matt Rhodes (which is from the Gamescom 2020 video iirc). The packaging's color theme-ing is black and gold, reminding of this version (that pic is from 2021) of the game's branding/color theme-ing, and also of course bringing to mind the Golden/Black City. the Golden/Black City was featured on the vinyl cover arts.
The knife here on this cover looks like the 'blue lyrium' [?] dagger, but also simultaneously not like it.

This artbook cover one is more gnarled in appearance and the 'ring' of the handle isn't complete (the way the 'broken' handle could almost be an Evanuris headpiece-shape... if it was a bit more symmetrical, it would look like Elgar'nan's headpiece).
It has extra spiky bits protruding off it too and it looks like something is growing on it. Maybe this is what happens if/when the blue [lyrium?] dagger becomes red (Blighted)? because this gnarled kinda vibe reminds me a bit of Meredith's sword Certainty in DA2, and of that body horror way in which red lyrium growth looks on people. It also reminds me of the tendrils of Blight corruption on walls and the ground and stuff in DA:TV screenshots, and the gnarled red lyrium darkspawn we've seen (look at this darkspawn's back for example).

Or maybe there's simply more than one dagger? There's two rising Evil Gods.
in the background of that image is the now-familiar geometric patterning with the concentric rings around the outside that tend to represent the Veil, and also the multiple almooost-overlapping circles/spheres inside that is suggestive of an eclipse* (something which we can see in the DA:TV screenshot with the dragon, which keeps coming up, which speaks to a lot of the pertinent imagery/symbolism e.g. Elgar'nan overthrowing his father the Sun and darkening the sky, and something which to me makes sense in a Witcher-style Conjunction of the Spheres kinda vibe, multiple realms colliding, like, if you tear down the Veil, you're bringing two 'bodies' or realms together to 'overlap' once again - the Fade and the waking world). [*in the 'eclipse' link there it's just searching the word on my blog btw, since I've banged on and on about that lots before and I don't wanna repeat myself loads in this post hhh]. the placement of the dagger over that design and what it represents makes sense; as we saw in the gameplay reveal video, the dagger was part of Solas' ritual to tear down the Veil/move the Evanuris prison.
On this cover, we can see two eyeballs in two of the corners (the eyes remind me of the Inquisition hairy eyeball, the eye motifs cropping up around Lucanis, Pride, and the Fade peacock feather/eye motif [image from this post]). in the other two corners is a sword that reminds again of Certainty. Meredith brandishing the sword is part of this DA:TV mural in the bottom left, underneath Ghil. surely not a coincidence. :D maybe a Certainty-like sword is the final corrupted form of the dagger, or one of them? in TN, the red lyrium idol changed shape enough that a ritual-blade sprang from its base.
the background of this middle cover also contains triangles, reminding of ancient elven artifacts and ancient elven magic-tech (like with Bellara, the Veil Jumpers etc) and the recurring triangle symbols in DA art around Fade/Veil/magic-y stuff (example from the Tevinter Nights map below).
The cover on the right has more geometric patterns, circles, rings etc. (all these patterns remind of the art in the vinyl booklet btw). and, in the center, the eye again. 👁️
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#solas#long post#longpost#body horror cw#dragon age: tevinter nights#an eye...? if so- who is watching and from where 👁️#🙏 clearer/higher quality images of these covers please
331 notes
·
View notes
Text
Genshin Concert 2021 — VoicePlay performance
WARNING: Some segments later in the show include flashing lights.
youtube
As video games have evolved over the decades, one of the most impactful elements has been their soundtracks. From bleeps and bloops, through simple midi tracks, to full orchestral compositions, the sounds that accompany players on their pixel-based adventures can help set the mood and create lasting memories. When the team behind Genshin Impact wanted to celebrate its first anniversary, they turned to artists from around the world to bring the game's spectacular music to life in new ways. Being both talented singers and lifelong video game players themselves, VoicePlay (and their buddy Deejay) jumped at the chance to be a part of it.
Details:
event: Genshin Concert 2021 – Melodies of an Endless Journey
title: Genshin Impact main theme (feat. Deejay Young & KoheeanBand)
original song / performers: "Genshin Impact Main Theme" by the London Symphony Orchestra for Genshin Impact (2020)
written by: Yu-Peng Chen (陈致逸)
arranged by: VoicePlay
release date: 3 October 2021
My favorite bits:
the gentle hummed opening harmonies
Cesar bringing in a smooth, airy melody over delicate bell chords
the clarity of Deejay's soaring vocals
Geoff taking over the full arpeggio as the others swell into gorgeous legato harmonies
Eli's powerful timbre as they briefly dip into a minor key
the smooth transition to the projection screen and the shot widening to introduce the instrumentalists
the interplay between Layne's percussion and the drum kit
the breadth of sound at the climax of the song
easing back down to that final lingering chord






Trivia:
The first volume of the game's soundtrack was released in June 2020 under the title "The Wind and the Star Traveler".
The concert was announced during the opening night of the Gamescom convention in August.
The three-piece KoheeanBand who accompanied VoicePlay for the second half of the main theme were brought together for this concert, and also performed as part of larger ensembles on other songs during the show.
Players who logged into the game during the YouTube premiere were able to claim exclusive rewards.
As it is on the game's soundtrack and in the show, VoicePlay's rendition of the main theme is the opening track to the concert album, "Melodies of an Endless Journey", released the following January.

The VoicePlay guys really do handle almost every aspect of their productions themselves, including running the fog machine to create a moody ambiance… and cleaning up afterward.
instagram
The guys collaborated with the MiHoYo game studio again two and a half years later when they released a short of "White Night" from Honkai: Star Rail.
PattyCake also wrote an original song for Genshin Impact called "You're the One with the Problem" and released a music video for it in July 2024.
5 notes
·
View notes
Note
Gamescom interviewed Takashi iizuka, where he said that Shadow is not Sonic's friend. What kind of Sonadow can we talk about then?
I've already answered this before to someone else, which you can check here.
But, I'll answer again as well that that's just what Iizuka personally wants for the characters and that what he personally wants is not accurate to the official lore. He is not the owner of the series or the characters, SEGA Sammy is and he is not SEGA Sammy. He is only one worker from a single branch who has made many mistakes while being employed instead of listening to his superiors. He has made many mistakes and inconsistences already with the Shadow Generations game/animation and his views are not the same as the company that owns the series and characters who have said repeatedly that Sonic and Shadow are friends.
One such inconsistency is how in the Dark Beginnings animation 3rd episode, it stated that only Maria can talk Shadow out of something, but Sonic has been the one to talk him out of things in the present, which is stated in places like the Sonic x Shadow 2021 July Calendar Story description, in Sonic Battle where he told him he had a heart to not kill Emerl and he ended up not killing him because of his heart or in Team Sonic Racing where he distracted him from finishing off Eggman. It was never stated (that I'm aware of) that Maria talked him out of doing something in official materials with her included. She asks Shadow to help the world and people like in Sonic Adventure 2 and Shadow the Hedgehog 2005, but not to specifically stop doing something. Remembering what she asked of him to do isn't specifically her telling him to stop doing something.
[Link to story from Sonic Channel]
[Important phrases:
"懐に入って来られる稀有(けう)な関係"
"実際、シャドウにここまで懐深く入って何かを言えて、それが心に届く(届かないことも多いですが)のは、ソニックくらいではないでしょうか。"]
Already one big media that shows that what Iizuka says is not true and is what he personally wants, which is against what the company wants for the two, is Shadow being included in Sonic & Friends.
Shadow helps Sonic as a friend even in this video by passing the ball to him so that he can continue playing with Tails and Knuckles.
Merchandise of Shadow being included in the Sonic & Friends line was even talked about recently on Sonic Team's social media account.

In many games, Shadow helps or ends up helping Sonic because they're friends. Even in Sonic Forces it is implied that Shadow is a friend because he is one of the characters that helps Sonic and in Japanese, Sonic said that it is the bonds of friendships that got him that far unlike Infinite with his fakes that lack that. Shadow also showed concern for Sonic's safety in this game or protected him from a fake Shadow hurting him when it wasn't technically necessary to, which shows they are on good terms and friends.


Also in the same game, Shadow waves good-bye to Classic Sonic with a smile and in English Infinite calls Shadow one of Sonic's friends.

There are also posts from Sonic Team where it includes Shadow as part of Sonic's friends by saying, "Sonic and Friends" when Shadow is included. There's even a post that calls Shadow one of Sonic's friends and has the concept papers for Shadow with Vegeta's name on it, which was also mentioned in that interview.

So, what Iizuka states in that interview isn't to be taken as the company's words, it is his own personal opinion. The official medias, and even to today with the Japanese account, says that Shadow is one of Sonic's friends. Therefore, it doesn't change the canonical fact that Shadow is one of Sonic's friends. Therefore, one can still talk about Sonadow as before.
7 notes
·
View notes
Text

Thunderful Takes a Chance On Lost in Random: The Eternal Die
Well, a sequel called Lost in Random: The Eternal Die was just announced at Gamescom, and now the series has found a way to expand its world while also increasing the randomness, as this new game is now an isometric roguelike action game with randomly generated levels, as seen in the announcement trailer at the link here.
Check it!
8 notes
·
View notes
Text
The Mysterious Case of Sonic Movie 3 Marketing
An Op-Ed by Malzilla
Let me say this right off the bat, I am not an expert in marketing. I took Marketing classes in college for my business minor but most of it was pretty entry level but it gave me a solid foundation to understand most companies' marketing plans. Or at least try to see the method or goal behind the madness to get a scope of what they’re trying to do. But Paramount’s treatment of Sonic 3 is bizarre. We got toys, plushies etc out in stores before the first trailer.
Sonic Movie 3 has me utterly baffled. Because here we are exactly four months/120 days (122 days at the time of this writing) and do far zip zilch nada.
The last OFFICIAL news we got for the movie was back on Feb 2nd when the twitter released a little teaser showing the logo as well as some of the additional human cast members. Sure Jon Campea on his Podcast YT show announced that Keanu would play Shadow and was pretty much confirmed by official Hollywood outlets in April but no official word from Paramount has been given. They’ve been radio silent for months know, save for a few weeks in April to promote the Knuckles TV show
So why the wait? Some folks I have talked to may think there may be some internal stuff going on, but I doubt it. Yes Paramount is getting ready to merge with Skydance and some layoffs have happened but I don’t think that would affect much of the Sonic movie day to day.
So here we are at four months till release and we’re all wondering “It’s go time right? RIGHT?”
I would think so. And so has the rest of the Sonic Fandom. But alas we’re still waiting for the green light to go. So when is that green light coming?
Soon.
I hope.
Honestly, I don’t know. But looking at two other films marketing that run some parallels to S3 as well as some key dates in the next four months. I'm going to throw some ideas out there.
First off let's look at the marketing on Sonic 2. Movie was released April 8th 2022, and its first official trailer was released on Dec 9th at the 2021 VGAs (it also had a poster released the day prior on the 8th). So right at the four month mark. They followed up with some TV spots and a special Pre Super Bowl TV spot in February AND then the final Trailer March 14th. So a fairly dense four month marketing campaign.
The other film to look at is Spider-man No Way Home, which like Sonic 3 had a December release date. NWH after months of rumors and lack of promotion (sound familiar) debuted its first teaser trailer on August 23rd 2021; roughly four months prior to its Dec 17th release date. It also had another final trailer on Nov 16th; roughly one month prior.
So if we look at both of them we see a very similar four month marketing campaign. So what does that mean for Sonic 3? Let's work backward from the release date till now. The following are dates of significance, IMO to both Paramount, Pop/Nerd/Game culture etc:
Dec 20th - Release Date
The Long Wait will be over and we all bask in the Living and Learning of it all
Nov 28th - Thanksgiving - Possible 2nd Trailer.
Given that Paramount has put Sonic TV spots before Football games before, I would not be surprised if we got the 2nd Trailer during Half Time of the CBS game that airs in the morning of Thanksgiving. This also aligns with the roughly 1 month prior benchmark as seen with both S2 and NWH.
NYCC Oct 17th-20th - TV Spots/Behind the Scenes/Movie Clip
While this date kinda is little too soon for a second trailer, it would be a great time to bring out the whole cast and do some promotion with the masses and maybe some TV spots or a small clip.
Transformers One Release Sep 20th - PONR for First Trailer
I think I can safely say that the absolute LATEST we can expect a trailer for Sonic 3 would nex month with the release of Transformers One. Paramount would have to be utterly brainless NOT to have a trailer for Sonic playing in front of their other Family Nerd Oriented IP.
Gamescom 2024 Oct 20h - 25th - Trailer Release
Kinda funny how the Opening Night Ceremony for Gamescom just so happens to fall on both the four month till release mark AND a Tuesday (Paramount usually releases trailers on Tues/Thurs)? We KNOW SEGA will be there with more SonicXShadow Generations, but really the movies are more Paramount’s game than SEGAs so there is no guarantee it will be released. BUT Paramount has passed on both Summer Game Fest AND San Diego Comic Con. Everything seems aligned for a reveal on Tuesday. I guess we’ll know if we get a poster revealed tomorrow.
Now personally I would have started ramping up the marketing with SDCC. Because right now the two biggest competitors that Sonic 3 is going to have in Dec are Kraven and Mufassa. And both of these movies have had TWO trailers released for it. With Kraven it makes sense since it was originally supposed to be released back in 2023 but then got pushed back 3 times. So I guess Sony thinks it can rack up a solid week one before the family holiday push. Mufassa on the other hand is going to be the big one to beat as family’s will no doubt flock to the much anticipated origin of Mufasa! That last part was sarcasm but this part is not: they need to get the word out to the casuals. I’ve talked to a lot of Non Sonic who are genuinely excited to see Keanu play Shadow. And the time is right to get them hooked.
So in the end, I will say that I’m like Jon Snow and I “know nothing” but I do know we're getting to the point where it’s time for paramount to lace up its sneakers and get going. Whether it's this week or the next or maybe till the opening of Transformers One. But I would recommend Paramount not dilly dally. Sonic Fans are easily frustrated and can turn rabid quickly.
8 notes
·
View notes
Text
Dota 2 (2013)
Date: July 9, 2013 Platform: Mac / PC / Linux Developer: Valve Corporation Publisher: Valve Corporation / Nexon Corporation / Perfect World Entertainment Genre: MOBA Theme: Fantasy Franchises: Dota Also known as: Defense of the Ancients 2 Type: Crossover
Summary:
Dota 2 is a free-to-play high fantasy action real-time strategy game developed and released digitally by Valve for the PC, Mac and Linux on July 9, 2013.
Built on the studio's Source engine, Dota 2 is the official sequel to Defense of the Ancients, a series of custom scenarios for the 2002 game Warcraft III: Reign of Chaos that originally popularized the "Multiplayer Online Battle Arena" sub-genre. Development of the game is led by the original mod's final lead designer, IceFrog.
Similar to the original mod, the main gameplay pits two five-player teams (the Radiant and the Dire) against each-other as they work to escort their three endless waves of AI-controlled monsters (or "creeps") to the fortified enemy base in order to destroy the enemy "Ancient". Each player controls an individual Hero character and, throughout the match, earn experience (to level up their stats and abilities) and gold (for purchasing items and equipment) by eliminating enemies.
Rather than using a weekly free-to-play character rotation system (similar to other MOBA games at the time, namely League of Legends), the game makes all characters playable from the start and features cosmetic microtransactions (such as alternate appearances for each Hero's armor and weapons, alternate announcers, and custom UI enhancements) using the Steam Inventory and Steam Market systems.
The game received numerous updates since its original release, adding new Heroes, game modes (including support for custom modes), and features while revising certain gameplay mechanics. New features include better support for both new players (with integrated community-made guide support, coaching, and improved training modes) and competitive players (with improved replay and spectator support), as well as VR headset support (for spectating and viewing cosmetics). It also received a reworked client update in June 2015 (named "Dota 2 Reborn" for a short time), porting the game to Valve's Source 2 engine (the first game released with it), and received a complete map revamp on April 2023.
Dota 2 originally received an invite-only beta in November 2011, during Gamescom 2011. It was formally launched July 9, 2013, but access was gated via a queue system until December 16, 2013. It was also distributed as a standalone game in some regions, with Perfect World publishing the game in China, and Nexon publishing the game in both Japan and South Korea. The game also received spin-offs, including the 2018 digital card game Artifact, the 2020 "auto-battler" game Dota Underlords, and the 2021 animated series Dota: Dragon's Blood.
Source: https://www.giantbomb.com/dota-2/3030-32887/
Link: https://www.youtube.com/watch?v=LqtkfCLjJz4&ab_channel=DotaCinema
#Dota 2#Defense of the Ancients 2#jttw media#game#video game#crossover#sun wukong cameo#sun wukong#six eared macaque#liuer mihou cameo#six eared macaque camero#zhu bajie
22 notes
·
View notes
Text
Space Opera GX and the art of watching Gamescom from The Shadows
Ahaha. Monthly blog. Yeah.
So this past month has been a bit of a recovery period. I put myself through the wringer during summer while working 40 hours a week, doing college stuff and also trying to push projects forward. Needless to say, it didn't go so well.
So, what would make for a better way to recover from burnout that a little crunching! Yay!!
Opera GX wanted to make an arcade cabinet for their Gamescom 2023 booth. Arcades need games, so our little team ended up being picked as the people to work on the game, due to our work previously on Operius and (Mini) Idle Aura. This time they wanted a really hard shmup, but a more traditional one, unlike Operius from before. We only had about a month to work on it due to unrelated previous agreements and Idle Aura.
That game ended up being Space Opera GX. You can play it at Gamescom! Like, right now!! Maybe I'll end up elaborating on the production itself a little later when I have... less prickly opinions about it. The game turned out pretty well regardless of any background shuffles that happened during its making.
So instead I want to talk about how surreal this entire experience is. I've grown up surrounded by E3 hype. I followed the show from 2006 to its death in 2021, but since I live in Finland, it hasn't exactly been realistic to expect to be able to attend the LA convention before (and it probably won't happen now... good night sweet prince). I'm very used to seeing games demoed in the form of photos and videos of booths with people waiting to play the games shown off there.
Gamescom seems to be continuing this tradition, moreso than E3 even, since Gamescom doesn't seem very focused on the conferences taking place at the show floor. So I've been seeing a lot of footage of people standing in rows to play a game at-- hey wait a minute.

That's my game. I worked on that. People are waiting to play it. That's nuts. It's extremely phantasmagorical to witness your own work being demoed and tried at the show and only seeing a sort of fly-on-the-wall perspective to the whole shebang. Probably could never have imagined this situation while I was 12 and using forums online to talk about images exactly like this one.
Hoping to make it to Gamescom myself next year, this time with a game of our own design, from Distant Illusions!
4 notes
·
View notes
Text




Get the exclusive Tape here at Insert Tapes Shop from Sweden. Later on it will also be available at Bandcamp
There is a static pause of 2 seconds between the end of each song and the start of a new song
The “Indie Arena Booth 2020-2024 Tape” is a tape on cassette that contains all the music I wrote and released for the Indie Arena Booth at Gamescom in the years 2020 to 2024. This includes the respective music for the trailer and music that was released for the video game “Indie Arena Booth Online”.As a bonus, I’ve included 3 tracks from the MAG Online OST, which was composed in 2021 for the MAG Online game & fair, which was realised by the same group called SuperCrowd, who I really enjoy working with.
Except for “Campfire Song” which was sung by Zerstörer and “Gaming Hell” which was written together with Jana Rangers of the metal band Tristis, everything is written, mixed, texted and produced by Herr Kaschke.
The artwork is based on the design of the Indie Arena Booth which was developed by Sebastian Stamm exclusive for the Indie Arena Booth. The pixel version was conceived and created exclusive for Herr Kaschke by Tassilo Rau
Get the exclusive Tape here at Insert Tapes or Bandcamp
SIDE A (Playtime 25:35)
Lav! (Indie Arena Booth Theme 2020) 2:48
YellowToyboxMachine 3:33
Stranger ThunderSnake in L.A. 2069 2:45
Golden Girl 2:55
That Ass up (Summercamp of Doom) 2:36
The Dream of the Three-Eyed Fish 2:36
Playground Flashback 3:28Wasteland Jazz 2:18
Campfire Song (Summercamp of Doom) [feat. Zerstoerer] 2:18
SIDE B (Playtime 26:13)
Wrestling for Lovers (Indie Arena Booth 2022 Theme) 2:26
Deixa pra lá 2:29
El Santo Lucha Libre 2:39
Whoop Whoop (Bruises and Kisses) 2:19
Magic Circus (Indie Arena Booth 2023 Theme) 3:10
Gaming Hell (feat. Jana Rengers) [Indie Arena Booth Theme 2024] 2:54
Min’Yō 3:10
Inokashira 3:29
Asobu 3:22
Lav! HerrKaschke 🦍🖖🏻💋
youtube
#music#vgm#videogamemusic#video game music#gamescom#indie#indiegames#videogames#chill#trailer#lofi#lofihiphop#Youtube
1 note
·
View note
Text
Epic Games Store free game: "Jurassic World Evolution 2"
Epic Games Store‘s latest freebie is Frontier Developments‘ dinosaur park management simulation game Jurassic World Evolution 2 Jurassic World Evolution 2 has been a long time coming after its predecessor was given away for free in 2021. I quickly mentioned the sequel in the Past gaming events: gamescom digital 2021 (quick overview with social media) article, but somehow forgot to provide any…

View On WordPress
0 notes
Text
🚀🌏 La expansión mundial de Gamescom: ¿El nuevo epicentro de la industria de los videojuegos? - ¡Alerta, gamers y creativos del universo gamer! 🎮 - Gamescom se está convirtiendo en mucho más que esa semana mágica en Colonia. 🧭 Primero conquistaron Asia con Gamescom en Singapur en 2021. Ahora, este gigante de los videojuegos pone rumbo al sabor tropical 🌴 y al calor de las pasiones gamer en Brasil con el primer Gamescom Latam en 2024. 1️⃣ Cologne, el sitio original, ya se jactaba de su ADN internacional. 2️⃣ Ahora la estrategia es clara: Gamescom está decidido a convertirse en el nuevo epicentro global del entretenimiento interactivo. - Con pavellones representando países y culturas de todo el mundo, ¿es este el inicio de una nueva era post-E3? 🤔 🎲 Pronósticos en el mundo del gaming: - Aumento en la colaboración internacional entre desarrolladores y casas de producción. - Oportunidades de crecimiento para la escena indie y las startups de juegos. - Una mega plataforma para el lanzamiento de títulos que definirán los próximos años. ✨ ¿Qué significa todo esto? ✨ - Una señal de que la industria está abrazando con entusiasmo la diversidad y está buscando romper fronteras, literalmente. ¡Imaginemos el futuro juntos! Conéctate a la conversación: - ¿Cómo crees que Gamescom Latam influirá en la cultura gamer en América Latina? - Si fueras un desarrollador, ¿qué tipo de juego presentarías en la plataforma internacional de Gamescom? Exprésate en los comentarios, pregunta o simplemente etiqueta a esa persona que se emocionará tanto como tú con esta noticia. 🌟 #Gamescom #GamingGlobal #IndustriaGamer #GamescomLatam #InnovaciónGamer #CulturaGamer
0 notes
Text
The Evolution of Gamescom and the Story Behind Its Iconic Symbol
Gamescom, held annually in Cologne, Germany, is the world's largest event for computer and video games. Since its inception in 2009, Gamescom has grown into a global hub for the gaming community, bringing together developers, publishers, and fans from across the globe. But how did it all begin, and what is the significance of its distinctive symbol? Let's dive into the history of Gamescom and explore the meaning behind its logo.

The Birth of Gamescom
Gamescom was established in 2009 as a successor to the Leipzig Games Convention, which had been the premier gaming event in Germany since 2002. However, as the gaming industry expanded, there was a growing need for a larger venue that could accommodate the increasing number of exhibitors and attendees. Cologne, with its central location and spacious Koelnmesse exhibition center, became the ideal host for this new, larger event.
From its first edition, Gamescom attracted a massive crowd, with over 245,000 visitors in 2009. It quickly became the leading trade fair for video games in Europe and one of the most important events in the gaming industry worldwide. Over the years, Gamescom has seen major game announcements, industry-shaping discussions, and unforgettable experiences for gamers.
Growth and Milestones
Throughout its history, Gamescom has continuously expanded, both in terms of physical space and the number of participants. By 2018, the event reached a milestone with over 370,000 visitors from more than 100 countries and around 1,037 exhibitors from 56 countries. The event's significance grew as it became a key platform for game launches, eSports tournaments, and industry networking.
Gamescom’s influence isn’t limited to Europe; it has a global reach with "Gamescom Asia" launching in Singapore in 2021, signaling the event's importance on the international stage.

The Symbol of Gamescom
The logo of Gamescom is simple yet powerful, featuring a stylized "G" within a pin marker. This symbol embodies several layers of meaning. Firstly, the "G" obviously stands for Gamescom, but it also represents the broader gaming community. The pin marker suggests a place or destination, symbolizing how Gamescom has become the ultimate meeting point for gamers and industry professionals alike.
The pin marker design also ties into the concept of discovery, exploration, and being at the heart of the gaming world—precisely what Gamescom represents. Whether you're an indie developer showcasing your first game, a fan eager to try out new titles, or a journalist covering the latest industry trends, Gamescom is the place to be.
The Legacy and Future of Gamescom
As Gamescom continues to evolve, it remains a crucial pillar of the gaming industry. Its symbol is more than just a logo; it's a beacon that draws the global gaming community together, year after year, to celebrate the art, culture, and business of gaming.
In the years to come, Gamescom will undoubtedly continue to set the stage for groundbreaking announcements and shape the future of the gaming world. Whether you're attending in person or following the event online, Gamescom's iconic symbol will always remind you of the excitement and passion that drives the gaming community.
Conclusion
Gamescom's journey from its roots in Leipzig to becoming the world's largest gaming event is a testament to the power and growth of the gaming industry. Its symbol, a simple yet profound representation of this journey, continues to unite gamers worldwide, making it not just an event, but a global celebration of all things gaming.
0 notes
Text
AEV99 Trang Chính Thức | Đăng Nhập & Đăng Ký AEV99vn.com
AEV99 luôn là một tổ chức website chuyên cung ứng các mẫu hình tiêu khiển bậc nhất trên thị phần hiện tại. mang sản phẩm game chất lượng, những chính sách quyền lợi rõ ràng và phục vụ tận tình, tập đoàn đã trở nên nhãn hiệu hàng đầu tại Châu Á. Hãy cộng xem qua giới thiệu AEV99 được san sẻ dưới đây nhé.
Tổng quan hoạt động giải trí lúc giới thiệu AEV99
Trong các lĩnh vực trò chơi hiện nay, liên hệ AEV99 luôn là sự lựa chọn bậc nhất đối có những ai yêu thích bộ môn cá cược. Đây là một trong những nhãn hàng bậc nhất có sức tác động vô cùng mạnh mẽ. Điều đấy được miêu tả rõ nét qua thông báo dưới đây:
Xuất xứ lịch sử hình thành website
Rộng rãi trang thông tin giới thiệu AEV99 đã chính thức gia nhập thị phần tiêu khiển vào năm 2006 mang dòng tên khởi điểm là Taipei. Đây là một trong những liên hệ mang sức đầu tư vô cùng vững mạnh duyệt y những hạng mục trò chơi và Dự án khác nhau.
với thời kì hoạt động lâu năm trên thị phần, liên hệ đã gây dựng được 1 công ty nhãn hàng lớn mạnh theo bí quyết hoạt động của riêng mình. từ chỉ 1 tổ chức nhỏ lẻ, AEV99 đã tạo thành liên minh của phổ quát doanh nghiệp tiêu khiển trên thị phần để cược thủ sở hữu được trải nghiệm trọn vẹn nhất.
ko chỉ đổi thay mạnh về hoạt động hình thức bên ngoài, địa chỉ này còn được nhiều người giới thiệu nhà cái AEV99 cho rằng tập đoàn đang hướng tới những phân khúc người mua tiềm năng. Họ thực hiện vun đắp những mối quan hệ hiệp tác chặt chẽ sở hữu rộng rãi liên hệ nhà cái to trên thị trường để tạo thành màng lưới tiêu khiển thế giới.
Tầm nhìn và sứ mạng tại website AEV99
một trong các tiêu chí to nhất được phổ biến người giới thiệu AEV99 san sớt lại rằng doanh nghiệp đang mong muốn đạt được quy mô hoạt động bậc nhất trên khắp toàn cầu. tuy nhiên, để mang thể đạt được khát vọng lớn lao này, hệ thống đã ko ngừng phấn đấu ưng chuẩn những kế hoạch khai triển sau đây:
mở rộng thị phần tiêu khiển tại nhiều quốc gia to trên toàn cầu như Nhật Bản, Mỹ, Hàn Quốc,…
quyết tâm mở mang mối quan hệ hiệp tác với các đối tác lớn và chất lượng để mang lại trải nghiệm giải trí chất lượng nhất.
Hoàn thiện các nhà cung cấp giải trí sở hữu chất lượng phải chăng nhất hiện giờ.
nâng cao cường những hoạt động lăng xê hình ảnh thương hiệu để người chơi sở hữu thật phổ thông giảm giá hấp dẫn và dễ dàng trong việc mang thể giữ chân người mua.
thực hiện khai triển những hoạt động tình nguyện nhằm mục đích phục vụ cùng đồng sở hữu thể lớn mạnh trọn vẹn nhất.
thực hiện đầu cơ cộng tác để lớn mạnh và ký kết các bản giao kèo có giá trị đẳng cấp quốc tế.
Những hạng mục giải thưởng lúc giới thiệu AEV99
Với cương vị là 1 trong các liên hệ cung ứng những hạng mục tiêu khiển bậc nhất trong nước và quốc tế, tập đoàn đã nhận được hồ hết các hạng mục giải thưởng danh giá khác nhau để biểu hiện sự uy tín của mình. Điều đó cũng biểu hiện cho những nhà cung cấp và sản phẩm tại hệ thống này luôn đạt mức chuẩn hiệu quả cao nhất. Điều đó được biểu lộ rõ nét duyệt các quà tặng sau đây:
Thời khắc năm 2021
Tập đoàn vinh dự được giới thiệu AEV99 có giấy chứng nhận lý tưởng “Công ty trò chơi online chất lượng nhất 2021” bởi đơn vị Asian Games. Điều này đã khẳng định được vị thế của hệ thống đối có ngành công nghiệp tiêu khiển đang vững mạnh mạnh mẽ hiện tại.
Thời khắc năm 2023
Nơi đây còn được nhận tiếp tục giải thưởng danh giá khác với tên “Tập đoàn trò chơi online vì người mua vào năm 2023” tại hạng mục trao giải Asian Games Awards. Điều này chứng tỏ 1 điều rằng sự tôn trọng và nhu cầu đáp ứng mọi hoạt động giải trí của người chơi được Đánh giá khôn xiết phát triển.
tương tự thời khắc này, rộng rãi người giới thiệu AEV99 đã gây được ấn tượng tương đối mạnh mẽ lúc trở nên tập đoàn có danh “Trò chơi trực tuyến hay nhất” bởi báo chí Gamescom bình chọn. Điều này biểu lộ cho sự nỗ lực không giới hạn nghỉ của hệ thống để đáp ứng các giá trị vượt bậc cho cược thủ khi trải nghiệm.
Các hoạt động thiện nguyện
không chỉ vậy, phổ biến Nhận định khi AEV99 cũng nhận xét rằng những hoạt động thiện nguyện tại tập đoàn này xứng đáng được vinh danh vì góp phần khá to cho sự phát triển của toàn phường hội. tổ chức đã được chứng nhận là một hệ thống website mang trách nhiệm cao và luôn hết mình để tạo nên trị giá bền vững.
1 note
·
View note
Text
55G - Top Casa de apostas Do Brasil 2024
O 55G sempre foi um site especializado em oferecer os melhores modelos de entretenimento do mercado atual. Com produtos de jogos de qualidade, políticas de benefícios claras e serviço dedicado, o grupo tornou-se uma marca líder na Ásia. Vamos dar uma olhada na introdução do 55G compartilhada abaixo.
Visão geral das atividades de entretenimento na introdução do 55G Nos campos de jogos atuais, 55G é sempre a melhor escolha para quem gosta de apostas. Esta é uma das principais marcas com impacto extremamente forte. Isso está claramente descrito no aviso abaixo:
Origem histórica da formação do site Muitos sites introduziram o 55G entrando oficialmente no mercado de entretenimento em 2006 com o nome inicial Taipei. Este é um dos negócios com poder de investimento extremamente forte através de diferentes categorias de jogos e projetos.
Com muitos anos de atuação no mercado, construímos uma empresa de marca forte de acordo com nossos próprios métodos de atuação. De apenas uma pequena empresa, a 55G formou uma aliança de diversas empresas de entretenimento do mercado para que os jogadores possam ter a experiência mais completa.
Não só houve uma mudança drástica nas operações externas, como este endereço também é recomendado por muitas pessoas que apresentam casas de apostas 55G, dizendo que o grupo tem como alvo potenciais segmentos de compradores. Eles construíram estreitas relações de cooperação com muitas das principais casas de apostas do mercado para formar uma rede mundial de entretenimento.
Visão e missão no site 55G Um dos maiores critérios compartilhados por muitos introdutores de 55G é que a empresa deseja alcançar a maior escala de operações em todo o mundo. No entanto, para alcançar esta grande aspiração, o sistema tem se esforçado continuamente através dos seguintes planos de desenvolvimento:
Expansão da participação no mercado de entretenimento em muitos dos principais países do mundo, como Japão, América, Coréia,... determinado a expandir relacionamentos cooperativos com parceiros grandes e de qualidade para trazer a experiência de entretenimento da melhor qualidade. Complete os serviços de entretenimento da melhor qualidade disponíveis hoje. Melhorar as atividades de promoção da imagem da marca para que os clientes tenham muitos descontos atraentes e possam reter clientes facilmente. Realizar atividades voluntárias para servir a comunidade em toda a extensão possível. Realize investimentos colaborativos para crescer e assinar contratos com valor de classe mundial. Categorias de premiação na introdução do 55G
Como um dos principais fornecedores de entretenimento nacionais e internacionais, o grupo recebeu diversos prêmios de prestígio para demonstrar sua reputação. Isso também mostra que os fornecedores e produtos deste sistema atendem sempre aos mais altos padrões de eficiência. Isso é claramente demonstrado através dos seguintes dons:
O momento de 2021 O Grupo tem a honra de apresentar o 55G com o certificado ideal "Empresa de jogos online de melhor qualidade 2021" da unidade de Jogos Asiáticos. Isto afirmou a posição do sistema na atualmente forte indústria do entretenimento.
O ano de 2023 Este local também recebeu outro prêmio de prestígio com o nome “Grupo de jogos online para consumidores em 2023” na categoria Asian Games Awards. Isso prova que o respeito e a necessidade de atender todas as atividades de entretenimento dos jogadores são extremamente apreciados.
Neste momento, muitos desenvolvedores 55G causaram uma impressão muito forte quando se tornaram a empresa com o título de “Melhor Jogo Online” votado pela imprensa da Gamescom. Isso mostra os esforços intermináveis do sistema para fornecer valores excepcionais para os jogadores experimentarem.
Atividades voluntárias Além disso, muitos comentários do 55G também comentaram que as atividades voluntárias deste grupo merecem ser homenageadas porque contribuem muito para o desenvolvimento de toda a associação. A organização foi certificada como um sistema de sites altamente responsável e sempre tenta o seu melhor para criar valor sustentável.
1 note
·
View note
Link
State of Decay 2 Homecoming DLC, önümüzdeki ay yeni bir harita ve üsler getiriyor Yeni DLC, Xbox Game Pass aboneleri dahi...
0 notes
Text
Pixelity Games Inc. - Pioniere in der VR-Entwicklung
Pixelity Games Inc. ist ein innovatives VR-Entwicklungsstudio, das sich der Ausweitung der Grenzen virtueller Realität verschrieben hat. Seit seiner Gründung im März 2017 hat sich Pixelity zum Ziel gesetzt, Spielern aller Altersgruppen und Fähigkeiten eine immersive, intuitive und grafisch hochwertige Spielerfahrung zu bieten. Der Weg zur Spitze: Erfolge und Meilensteine Pixelitys Reise begann im Oktober 2017 mit einem großen Erfolg: Der Gewinn des Grand Prix für Killer Kontent für das Spiel "Rise of the Fallen" bei der VR/AR Creative Audition der GCA. Dies war nur der Anfang einer beeindruckenden Erfolgsgeschichte. Im Mai 2018 folgte die Veröffentlichung von "Rise of the Fallen" auf Google Daydream und im September 2019 der Gewinn des Gold Prize beim Qualcomm & Pico Innovation Contest. ©Pixelity Games. Ein weiterer großer Meilenstein war die Veröffentlichung von "Crazy World VR" für die Oculus Quest im Juni 2021, gefolgt von der Präsentation der Demo von "The Patcher" beim Steam Next Fest 2021 im selben Monat. Die Anerkennung ihrer innovativen Arbeit wurde im Dezember 2021 mit dem 7th Korea Top Enterpriser Awards für technologische Innovationen bestätigt. ©Pixelity Games. Globaler Erfolg und Ausweitung 2022 war ein weiteres entscheidendes Jahr für Pixelity. Mit der globalen Beta-Veröffentlichung von "The Patcher" im März und der Aufnahme in das Global Entrepreneur Programme des Department for International Trade (U.K.) zeigte der Entwickler seine internationale Präsenz. Die Unterzeichnung eines MOU für digitale Gesundheitsinhalte im Bereich der Bildung zu neurodiversen Entwicklungsstörungen im Juni unterstreicht ihr Engagement für soziale Verantwortung. ©Pixelity Games. Die Teilnahme und Ausstellung auf der Gamescom 2022 im August und die Veröffentlichung von "Teahouse of Souls" beim Steam Next Fest 2022 im Oktober zeigten das kontinuierliche Engagement von des Entwicklers in der Gaming-Community. Mit der Veröffentlichung von "Crazy World VR" bei PICO, "The Patcher" bei PICO und schließlich "Puttzle" bei PICO, Steam sowie Meta AppLab im März 2023, setzt seinen Weg fort, qualitativ hochwertige VR-Erlebnisse zu schaffen. Fazit: Pixelitys Zukunft in der VR-Welt Pixelity Games Inc. hat sich als ein führender Akteur in der VR-Entwicklungsbranche etabliert. Mit einer beeindruckenden Liste von Auszeichnungen, Veröffentlichungen und Teilnahmen an bedeutenden Branchenereignissen zeigt der Entwickler, dass es möglich ist, hochwertige, innovative und zugängliche VR-Erlebnisse zu schaffen. Ihr Engagement für Qualität, Innovation und soziale Verantwortung positioniert sie an der Spitze der VR-Entwicklung und lässt auf eine spannende Zukunft in der Welt der virtuellen Realität hoffen. Weiter geht es zur Website von The Patcher Lesen Sie den ganzen Artikel
0 notes
Text
E3: la chiusura definitiva di una leggenda
L'E3, la più importante fiera di videogiochi al mondo, è stata cancellata definitivamente. L'annuncio è stato dato dall'Entertainment Software Association (ESA), l'organizzazione che organizzava l'evento, il 12 dicembre 2023 tramite post sui social. E3: fine di una lunga storia La decisione è stata presa dopo anni di difficoltà per l'E3. L'evento ha iniziato a perdere attrattiva negli ultimi anni, a causa di una serie di fattori, tra cui la concorrenza di altri eventi, il crescente disinteresse dei principali produttori di console e il cambiamento delle abitudini del pubblico. La pandemia di COVID-19 ha ulteriormente aggravato la situazione, costringendo l'ESA a cancellare l'E3 2020 e 2021. Nel 2022, l'evento si è tenuto in formato digitale, ma ha registrato un calo di pubblico significativo. L'ESA ha dichiarato che sta lavorando a una "completa reinvenzione" dell'E3, che si terrà nel 2025. Tuttavia, non è chiaro quale forma assumerà il nuovo evento. I fattori che hanno portato alla chiusura dell'E3 La chiusura dell'E3 è il risultato di una serie di fattori che hanno contribuito a indebolire l'evento negli ultimi anni: La concorrenza di altri eventi Negli ultimi anni, sono nati numerosi eventi concorrenti all'E3, tra cui il Summer Game Fest, il Tokyo Game Show e il Gamescom. Questi eventi hanno attirato l'attenzione dei principali produttori di videogiochi, che hanno iniziato a spostare i loro annunci e le loro presentazioni da Los Angeles ad altri eventi. Il crescente disinteresse dei principali produttori di console I principali produttori di console, come Sony, Microsoft e Nintendo, hanno iniziato a disinteressarsi dell'E3. Queste aziende hanno iniziato a organizzare i propri eventi separati per presentare i loro nuovi prodotti e giochi. Il cambiamento delle abitudini del pubblico Il pubblico dei videogiochi è cambiato negli ultimi anni. I videogiocatori sono sempre più abituati a seguire le notizie e le novità del settore online, attraverso i social media e i siti web specializzati. Questo ha reso meno necessaria la presenza fisica a un evento come l'E3. Le conseguenze della chiusura dell'E3 Questa chiusura è un evento importante per l'industria dei videogiochi. L'evento ha rappresentato per decenni una vetrina centrale per l'industria, permettendo alle aziende di presentare i loro nuovi prodotti e giochi a un pubblico globale. La chiusura avrà sicuramente un impatto sull'industria dei videogiochi. Le aziende dovranno trovare nuovi modi per presentare i loro prodotti e giochi al pubblico. È possibile che gli eventi digitali diventino sempre più importanti, ma è anche possibile che nascano nuovi eventi fisici per sostituire l'E3. Fonte foto di copertina: Depositphotos Read the full article
0 notes