战双帕弥什
Search documents
TGA奖项出炉!《鸣潮》斩获“玩家之声”奖项
Guo Ji Jin Rong Bao· 2025-12-12 05:33
另外,早在2024年,《鸣潮》就已获得了TGA年度最佳移动游戏和玩家之声两个奖项的提名。 12月12日,被誉为"游戏界奥斯卡"的TGA2025(The Game Awards)年度游戏颁奖典礼在美国拉斯 维加斯如期举行。 对于本次获奖,库洛游戏方面对《国际金融报》记者表示,"非常荣幸能获得玩家和行业肯定, 《鸣潮》将在未来继续努力为玩家带来更好的游戏体验与内容,也希望越来越多的中国游戏能够被全球 玩家认识与喜爱。" 放眼游戏行业,库洛游戏算是一家年轻的公司,其于2017年在广州成立,前身为2014年成立的珠海 库洛。公司旗下主要产品包括《鸣潮》《战双帕弥什》等。通过长期的精品游戏研发、全球化发行及原 创IP孵化,库洛游戏成为中国游戏出海代表企业之一。据12月11月移动应用数据分析公司Sensor Tower 发布了2025年11月中国出海手游收入增长榜,《鸣潮》成功跻身前10位。 本届TGA上,开放世界动作游戏《鸣潮》斩获了"玩家之声"奖项。这是继《黑神话:悟空》之后, 又一款斩获该奖项的中国游戏。 作为全球知名的角色扮演类游戏之一,《鸣潮》由广州库洛游戏研发并发行。该游戏自2024年正式 公测上线后,迅速在 ...
库洛嘉年华吸引近万人来穗!广东如何带动二次元消费潮?
2 1 Shi Ji Jing Ji Bao Dao· 2025-08-11 11:46
Group 1 - The success of Kuro Game's first offline carnival in Guangzhou reflects the booming "pan-anime economy" in the city, attracting over 10,000 attendees, with nearly half coming from outside Guangdong Province [1][2] - The carnival's popularity has a direct positive impact on the local hotel and restaurant industries, as many attendees are exploring Guangzhou's culinary offerings [1] - The Guangdong gaming industry has a revenue scale of 260.43 billion yuan, with over 1,000 anime companies and more than 3,000 gaming companies in Guangzhou, indicating a robust industry foundation [2][3] Group 2 - Kuro Game benefits from supportive policies aimed at promoting high-quality development in the gaming industry, which fosters a conducive environment for industry cluster growth [3] - The 2024 Guangzhou Game Export Index indicates that Guangdong's game export revenue is projected to reach 42.36 billion yuan, with a year-on-year growth of 9.9%, showcasing the global appeal of its products [3] - The combination of vibrant exhibitions and a thriving anime and gaming industry, along with policy advantages and consumer potential, is strengthening Guangdong's position as a digital cultural innovation hub [3]
二游联动哪家强?
Hu Xiu· 2025-05-01 00:48
Core Viewpoint - The article discusses the recent collaborations between various Chinese mobile games and popular IPs, highlighting the trends and implications of these partnerships in the gaming industry [1][2][4]. Group 1: Collaborations and Trends - "Arknights" announced collaborations with well-known IPs such as "Taiko no Tatsujin" and "BIGBanG Dream!" which sparked discussions among players [1]. - "Punishing: Gray Raven" confirmed its collaboration with "Devil May Cry 5," with the specific content being revealed four months after the initial announcement [2][3]. - The collaboration trend among Chinese mobile games has become a hot topic, with varying degrees of success in past partnerships [3][4]. Group 2: Types of Collaborations - Collaborations among Chinese mobile games primarily focus on partnerships with other games, with a notable preference for similar genres [5][6]. - Games like "Azur Lane" and "Girls' Frontline" have actively engaged in collaborations with various titles, while companies like miHoYo and NetEase tend to collaborate within their own game ecosystems [9][10]. - The article notes a "cursed" reputation for "Honkai Impact 2," where collaborations have historically led to negative outcomes for partnered games [10]. Group 3: IP and Cultural Collaborations - Collaborations are not limited to games; they also extend to IP-related works, such as "Wuthering Waves" partnering with "Cyberpunk: Edgerunners," which is an animated series based on the "Cyberpunk 2077" universe [11][12]. - The article highlights the significance of cultural collaborations, with over half of the partnerships involving anime IPs, reflecting the preferences of the gaming audience [14][28]. Group 4: Consumer Product Collaborations - The majority of collaborations in the Chinese mobile gaming sector involve consumer products, particularly in food and shopping categories, with KFC and Lawson being the most active partners [19][24][25]. - Food collaborations dominate, with fast food brands leading the way, while shopping collaborations often involve convenience stores and digital products [19][21][26]. Group 5: Community and Public Engagement - The article emphasizes the importance of community engagement through collaborations with cultural and public initiatives, such as partnerships with museums and environmental organizations [28][29]. - These collaborations are generally well-received by players, as they align with cultural values and promote positive social impact [30][31]. Group 6: Challenges and Considerations - The article warns that forced collaborations may lead to negative perceptions if they do not resonate with the player base, highlighting the need for thoughtful partnerships [34][35][36]. - It stresses that successful collaborations should be player-approved to ensure their value and effectiveness in enhancing the gaming experience [37].
4月127款版号发放,腾讯网易完美恺英均有收获,《战双帕弥什》要出PC版
3 6 Ke· 2025-04-21 12:29
Core Insights - A total of 510 games have been approved for release in 2025, with 480 being domestic and 30 being imported [1][2][4] Domestic Games - In April 2025, 127 games were approved, including 118 domestic and 9 imported titles [1] - The number of "casual puzzle" games among the approved domestic titles decreased, with 46 such games making up approximately 39% of the month's approvals [1] - Notable domestic games include: - "Sea Melody: Return" by Xiamen Boyou (client game) - "Mountain Gate and Illusions" by Chengdu Xingyi (client game) - Four cross-platform games supporting mobile and PC, including "Extreme Battlefield" by NetEase LeiHuo and "Lost" by Perfect World [1][4] - The majority of the approved domestic games (110 out of 118) are pure mobile games [1] Imported Games - Among the approved imported games, Tencent's "Path of Exile: Ascendancy" and Shanghai Guoqu's "Track Connection" are pure client games, while the remaining seven are mobile games [2][4] - Tencent's "Path of Exile: Ascendancy" has over 2 million pre-registrations, indicating strong market interest [4] - Other notable imported titles include "Monopoly: Number One Winner" by Kaiying Network and "Book Realm Legend" by Zhongyou Mobile [4] Game Approval Changes - Six games completed operational approval changes, including "War of the Dual" by Kuro and "Dragon Stone War" by Guangzhou Kaiyibo, which added client versions [6] - One game underwent a name change, and another changed its publishing unit [6]