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《33号远征队》包揽TGA九项大奖;《影之刃零》定档明年9月;《明日方舟:终末地》公测定档明年1月 | 氪游周报
3 6 Ke· 2025-12-15 06:57
Game Releases - The action RPG "Shadow Blade Zero" is set to be released globally on September 9, 2026, as announced during the TGA 2025 awards ceremony [1] - "Arknights: End of the World," a highly anticipated 3D real-time strategy RPG, will have its full platform public beta on January 22, 2026 [5] Industry News - 37 Interactive Entertainment announced an investment of up to $2 million in the Lighthouse Founders' Fund L.P., aiming to deepen its strategic layout in the AI and technology sectors [14] - Ubisoft's market value has fallen below $1 billion, currently estimated at approximately $989 million, marking a 13-year low since September 2012 [15] Awards and Collaborations - "Light and Shadow: Expedition No. 33" won nine awards at the TGA 2025, including Game of the Year and Best Narrative, making it the game with the most awards in TGA history [9] - "Genshin Impact" has launched a collaboration event with Duolingo, allowing players to complete special tasks for in-game rewards from December 8 to December 27 [7] Game Issues - "Teamfight Tactics" faced backlash due to a rules loophole in its paid event, allowing 471 players to acquire mythic items at a significantly reduced price, leading to protests from some players [11]
TGA上宣布定档,梁其伟终于把《影之刃零》端上来了
3 6 Ke· 2025-12-12 15:59
Core Insights - The game "Shadow Blade Zero" has gained significant attention and is set to release on September 9, 2025, following its announcement at TGA 2023, where it was highlighted alongside other major titles [3][6][22] - The game is positioned as a major 3A title in the Chinese gaming market, following the success of "Black Myth: Wukong" [5][21] - The development team, led by Liang Qiwei, aims to create a compelling narrative and gameplay experience that reflects traditional Chinese martial arts and aesthetics [21][28] Game Development Background - Liang Qiwei, the CEO and producer, initially developed "Blood Rain: Dead Town" in 2008, which laid the foundation for his future projects [7][10] - The success of "Blood Rain: Dead Town" led to the establishment of the studio Lingyoufang and subsequent releases in the "Blood Rain" series, which evolved from a narrative-driven RPG to action-oriented titles [12][14] - Lingyoufang faced financial challenges after transitioning to mobile games, prompting a shift in focus and strategy [15][17] Investment and Strategic Partnerships - In 2021, Tencent invested in Lingyoufang, acquiring a 25% stake, which provided the studio with the necessary resources to develop larger-scale PC and console games [19] - The investment allowed Lingyoufang to focus on "Shadow Blade Zero," marking a return to single-player game development after years in the mobile market [19][28] Game Features and Expectations - "Shadow Blade Zero" combines elements of action RPGs with traditional Chinese martial arts, aiming to deliver a unique gameplay experience [21][24] - The game utilizes advanced motion capture technology and features a narrative that continues from the original "Blood Rain" series, with the protagonist facing a time constraint of 66 days [20][28] - The game is anticipated to showcase a blend of visual storytelling and engaging combat mechanics, drawing from both traditional and modern influences [24][28]
TGA 年度游戏汇总:《33 号远征队》包揽 9 项大奖,《影之刃零》定档明年9月
3 6 Ke· 2025-12-12 07:37
Core Insights - The 2025 Game Awards (TGA) showcased a significant presence of both new and familiar titles, with a notable highlight being the independent game "Clair Obscur: Expedition 33," which received 13 nominations and won 9 awards, including Game of the Year [3][5][9] Group 1: Achievements of "Clair Obscur: Expedition 33" - "Clair Obscur: Expedition 33" achieved a historic milestone by winning the most awards in TGA history, including Best Game Direction, Best Narrative, Best Art Direction, Best Score, Best Performance, Best Independent Game, Best Debut Game, and Best Role-Playing Game [5][9] - The game was developed by a small team led by producer Guillaume Broche, who previously worked at Ubisoft, and the development process was characterized by a grassroots approach, utilizing platforms like Reddit and SoundCloud to recruit talent [7][9] Group 2: Other Notable Awards and Announcements - The Most Anticipated Game award went to GTA6, while No Man's Sky won Best Ongoing Game, and Baldur's Gate 3 received Best Community Support [11] - The TGA also featured new trailers and announcements for upcoming games, including the Chinese single-player game "Shadow Blade 0," set to release on September 9, 2026, and "Arknights: End of the World," which will be available on January 22, 2026 [15][20] - Major IPs like "Star Wars: Fate of the Old Republic" and "Resident Evil 9: Requiem" were highlighted with new trailers, indicating a strong lineup for 2026 [22][30]
游戏构建起跨文化情感连接 在韩国动漫游戏节上 中国游戏与上海成为高频词
Jie Fang Ri Bao· 2025-12-08 01:40
"明年暑假,我计划去上海,想去南京东路买'谷子'!"与今年推出的新游《星塔旅人》官方coser (角色扮演者)照完相,19岁女孩朴灿珠告诉记者,"中国游戏的运营能力令人有信任感。" 在12月5日至7日举办的韩国动漫游戏节(AGF 2025)上,中国游戏与上海成为韩国年轻人口中的 高频词。不少韩国玩家提到,中国游戏是他们了解中国和中国文化的入口。"每逢中国传统节日,很多 中国游戏会做特殊的设计和主题。我因此了解到不少中国的传统文化和自然风光,过去陌生的地方也渐 渐变得熟悉起来。"一位韩国玩家告诉记者。 记者 施晨露 林子璐 "我去了新世界城,那里的一整条街有很多'谷子'(周边商品)店。"cos(角色扮演)成游戏《明日 方舟》角色的朴先生回忆今年夏天的上海之行时,仍然一脸兴奋,"我感到非常幸福"。 以AGF为观察样本,上海作为中国游戏产业高地的全球影响力,可窥一斑。 "好玩"背后的文化密码 走进韩国国际展览中心的展馆,《明日方舟:终末地》以五面大型分屏为背景的活动区夺人眼球, 总计提供79台试玩机器的规模为全场最大。 作为鹰角网络下一代旗舰产品,全球同步发行的《明日方舟:终末地》此前已在德国科隆游戏展、 日本东京 ...
2025年二游:理想主义者的冲锋
3 6 Ke· 2025-12-02 08:03
Core Insights - The 二次元 (2D) gaming industry is experiencing a significant downturn, with a noticeable gap emerging in 2025 as the market matures and competition intensifies [1][4][36] - Despite the overall growth of the gaming industry, the 二次元 mobile market saw a decline in actual sales revenue by 8% year-on-year in the first half of 2025 [4] - The success of past titles like 《阴阳师》 and 《原神》 has led to an influx of developers, but many new projects struggle to sustain operations, with a third of 二次元 games ceasing operations last year [3][4] Market Trends - The 二次元 gaming market is characterized by a lack of new standout products, with players primarily discussing established titles that have maintained long-term operations [6][36] - The emotional connection between players and characters is crucial, as seen in marketing strategies that emphasize character-driven experiences [9][12] - The rise of related cultural events, such as conventions, indicates a growing interest in the 二次元 culture, which supports the gaming market [12][14] Challenges and Opportunities - The market is becoming increasingly difficult for new entrants, as players are less willing to pay for games that do not meet high creative and quality standards [36][38] - Successful products often require a strong creative vision and a commitment to quality, as exemplified by titles like 《明日方舟:终末地》 and 《Varsapura》 [25][30] - Developers must innovate in gameplay and aesthetics to stand out in a saturated market, as traditional models of success are no longer effective [36][39] Future Outlook - The 二次元 gaming sector is expected to remain a focal point in 2026, with anticipation surrounding new products that could potentially revitalize the market [45][47] - The industry's idealistic nature continues to drive developers to pursue high-quality, emotionally resonant games, despite the challenges [20][45]
玩不到「终末地」的我,感觉身上有蚂蚁在爬丨玩点好的
3 6 Ke· 2025-11-19 06:41
Core Insights - The article discusses the evolution and innovation of four prominent gaming companies in Shanghai, known as the "Four Little Dragons," namely Mihayou, Eagle Horn, Paper Games, and Lilith, emphasizing their unique paths and the importance of innovation in the gaming industry [1][3]. Group 1: Innovation and Development - Eagle Horn's upcoming game, "Arknights: End of the World," has generated significant anticipation, highlighted by its nomination for "Best Mobile Game" at the Cologne Game Show before its release [5][11]. - The development team has focused on player feedback throughout the testing phases, leading to substantial improvements in the game [3][15]. - The game aims to implement a multi-platform, multi-language release strategy, showcasing a long-term vision for its development [5][11]. Group 2: Artistic and Technical Achievements - The game features a unique blend of 2D and 3D art styles, striving for a "two-dimensional realistic style" that enhances the visual experience [9][31]. - The rendering capabilities are impressive, with character models reaching 80,000 to 100,000 polygons on PC and PS5, which is 50%-100% higher than typical market offerings [11][34]. - The design incorporates intricate details, such as realistic material effects and character interactions, enhancing immersion and player engagement [36][38]. Group 3: Market Positioning and Future Outlook - "Arknights: End of the World" is positioned as a unique product in the market, with a strong authorial design approach that differentiates it from mainstream offerings [17][34]. - The game integrates elements of Chinese culture and futuristic themes, presenting a cohesive narrative that appeals to both new and existing fans of the franchise [29][31]. - The development team's commitment to quality and innovation suggests a promising future for the game, potentially setting new trends in the industry [33][40].
游戏展会背后的游戏经济密码
3 6 Ke· 2025-11-10 11:45
Core Insights - The number and scale of offline gaming-themed events have significantly increased this year, showcasing broad economic and social impacts, with attendance at events like ChinaJoy exceeding 400,000 and participation from nearly 800 companies across various sectors [1][3][31] - Game exhibitions have evolved into comprehensive economic ecosystems, driving new productivity through technology releases, cross-industry collaborations, and consumer engagement, with major players like Xbox, Nintendo, and Tencent showcasing a plethora of products [3][5][25] - The integration of advanced technologies such as AI, XR, and cloud computing into gaming exhibitions highlights their role as platforms for future digital innovations, with events like ChinaJoy introducing next-generation entertainment experiences [5][25][28] Industry Trends - Game exhibitions are becoming vital platforms for non-gaming companies to penetrate Gen Z culture, with traditional brands successfully launching gaming IP collaborations to attract younger consumers [7][25] - The rise of independent games is notable, with the number of showcased indie titles at events like BW tripling compared to four years ago, reflecting a diverse and vibrant gaming ecosystem [3][5] - The global gaming market is projected to reach $188.8 billion in 2025, with a 3.4% year-on-year growth, indicating a robust demand for gaming products and experiences [31][33] Economic Impact - Game exhibitions are pivotal in driving local economies, with events like ChinaJoy generating approximately 661 million yuan in surrounding service consumption, and the Cologne Game Show transforming the city into an immersive entertainment space [33][34] - The synergy between gaming and urban economies is evident, as gaming events stimulate related sectors such as hospitality and transportation, creating significant multiplier effects [33][34] - The cultural significance of gaming is growing, with events fostering community engagement and youth culture, as seen in the popularity of esports and gaming-related activities [35][38] International Dynamics - Chinese gaming companies are increasingly participating in international exhibitions, with nearly 110 firms attending the Tokyo Game Show in 2025, marking a significant rise from previous years [12][28] - The differentiation between domestic and international gaming events is becoming more pronounced, with overseas shows like Gamescom emphasizing high internationalization and technological foresight, while domestic events focus on user experience and market conversion [28][30] - The evolution of gaming exhibitions from product showcases to cross-industry platforms reflects the growing importance of gaming as a cultural and economic driver in the digital age [29][30]
游戏展会背后的游戏经济密码
腾讯研究院· 2025-11-10 11:08
Core Viewpoint - The gaming industry is experiencing significant growth, with offline gaming events becoming key drivers of economic and cultural influence, showcasing a vibrant ecosystem that connects various sectors and demographics [2][36]. Group 1: Growth of Gaming Events - The number and scale of gaming-themed offline events have significantly increased, with over 400,000 attendees at ChinaJoy and nearly 800 companies participating, including traditional brands entering the youth market [2][7]. - Major gaming exhibitions like Tokyo Game Show and Gamescom have seen substantial participation, with the latter attracting 35.7 million visitors from 128 countries, highlighting the global appeal of gaming [2][4][12]. - The rise of independent games is notable, with the number of independent game exhibitors at BW increasing more than threefold compared to four years ago, reflecting the diverse and dynamic nature of the gaming industry [4][5]. Group 2: Technological Integration - Gaming exhibitions are becoming platforms for showcasing future digital technologies such as AI, XR, and cloud computing, with events like ChinaJoy introducing innovative experiences like smart entertainment robots and brain-machine interfaces [5][27]. - The integration of cutting-edge technologies is driving new productivity in the gaming sector, with companies like NVIDIA presenting advanced rendering technologies and AI solutions at these events [5][27]. Group 3: Cross-Industry Collaboration - Non-gaming companies are leveraging gaming exhibitions to tap into Gen Z culture, with brands like Old Fengxiang and Yadi launching co-branded products to connect with younger consumers [7][27]. - The presence of global brands such as LEGO and Disney at gaming events underscores the economic value of the "gaming plus" cross-industry model, enhancing brand visibility and engagement [7][27]. Group 4: Economic Impact - Gaming events are becoming vital for urban economies, generating significant ancillary spending in areas like food, accommodation, and transportation, with ChinaJoy alone driving approximately 661 million yuan in surrounding service consumption [39][40]. - The gaming industry is projected to reach a global market revenue of $188.8 billion by 2025, with a user base of 3.6 billion gamers, indicating a robust growth trajectory [36][38]. Group 5: Cultural Significance - Gaming is increasingly recognized as a cultural cornerstone for youth, fostering community and identity through unique cultural practices and social interactions at events [40][42]. - Events like ChinaJoy and KPL finals are not only entertainment spectacles but also serve as platforms for cultural expression and community building among young audiences [40][42].
鹰角《明日方舟:终末地》将启动新一轮测试;卡普空《怪物猎人》新作开启预购|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-11-02 22:35
Group 1 - Capcom announced the pre-order for "Monster Hunter Stories 3: Fate of the Twin Dragons," set to release on March 13, 2026, across multiple platforms including PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and PC, reflecting strong confidence in the "Monster Hunter" IP [1] - The game is priced at 298 yuan for the standard edition, 388 yuan for the deluxe edition, and 428 yuan for the premium deluxe edition, indicating the company's deep exploration of the IP's value [1] - The cross-platform release strategy aims to maximize user coverage and may set a benchmark for the industry, promoting the trend of multi-platform releases for high-quality content [1] Group 2 - Eagle Horn announced that "Arknights: End of the World" will enter a comprehensive testing phase on November 28 for PC and mobile, with recruitment for testers now open [2] - This testing phase is a paid test, which will help validate the game's core gameplay and monetization model ahead of its official launch [2] - The testing dynamics from leading companies are crucial for observing market trends, and feedback may influence investor sentiment towards the two-dimensional and strategy game sectors [2] Group 3 - Tencent's "Light and Night of Love" has launched its HarmonyOS version, supporting devices with HarmonyOS 5 and above, allowing players to retain their account data from the Android version [3] - This launch positions Tencent's game as a benchmark for female-oriented games adapting to the Harmony ecosystem, supporting the development of the Harmony system [3] - The move is expected to accelerate the migration of other game developers to the Harmony ecosystem, reshaping the application distribution landscape [3]
游戏出海新风口:小游戏杀疯,乙游陷低谷
Hu Xiu· 2025-10-02 08:38
Group 1 - The Tokyo Game Show 2025 opened on September 25 in Chiba, Japan, attracting significant attention and long queues for popular games [1] - Chinese games have gained notable popularity overseas, with titles like "Black Myth: Wukong" winning prestigious awards and Tencent's "Delta Force" mobile game registering over 10 million users within four days of its global launch [10][11] - The gaming industry is witnessing new trends in overseas expansion, with a surge in the popularity of "mini-games" in the SLG (Strategy and Simulation Games) sector [12] Group 2 - "Whiteout Survival," a mini-game, achieved over $3.3 billion in cumulative revenue within two years of its overseas launch, showcasing a new trend in the SLG market [13][15] - The game has a retention rate of 42% and a monthly retention rate of 8%, significantly higher than the average for SLG games [15] - The success of "Whiteout Survival" is attributed to its innovative gameplay that combines light and traditional SLG elements, appealing to a broader audience [20][25] Group 3 - The female-oriented game "Love and Deep Space" achieved significant success, generating nearly 6 billion RMB in revenue globally, with 64% coming from the Chinese market [38] - Despite its success, the game has seen a 73% decline in revenue in the 34th week of 2025 compared to the previous week, indicating potential issues with gameplay engagement [42] - The decline in interest may be due to a lack of updates and engaging content, as well as competition from other entertainment forms like K-pop [44][48] Group 4 - The overseas revenue of Chinese self-developed games reached $18.557 billion in 2024, accounting for nearly 40% of the domestic market's actual sales revenue [55] - Major players like Tencent, NetEase, and DianDian Interactive are leading the market, with Tencent focusing on localization and industrialization through numerous investments [56][57] - The gaming industry is experiencing a significant increase in the number of Chinese companies in the global market, with 32 Chinese publishers making it to the top 100 global mobile game publishers list [66][67]