Online Gaming Industry in India Expected to Grow at 40 % ...

online gaming industry report

online gaming industry report - win

[#241|+3|1] Indian online gaming industry will hit $1 billion by 2021: Google-KPMG report [/r/india]

[#241|+3|1] Indian online gaming industry will hit $1 billion by 2021: Google-KPMG report [/india] submitted by indiaundelete to indiaundelete [link] [comments]

[Mainstream fucking journalism] "In a story May 30 about female video game developers, The Associated Press reported erroneously when Gamergate, a controversy over video game criticism and ensuing online harassment of women in the industry, began. It began in 2014, not 2013."

http://archive.is/DUTx5
This is what Associated Press decided should stay unchanged as factual:
The male-dominated video game industry is changing as more women develop games, play games and take jobs reviewing games. While the ongoing cyber harassment of female gamers known as "Gamergate" indicates a reluctance by some to accept the growing number of women in the industry, mainstream institutions are welcoming all to the console.
"Gamergate" began in 2014 after anonymous online commenters claimed a female video game developer was getting an unjust amount of attention for a new product. She was the victim of cyber harassment that then spread to other women in the industry, including Edwards, the executive director of the Game Developers Association.
submitted by SupremeReader to KotakuInAction [link] [comments]

Cyberpunk 2077 - Review Thread

Game Information

Game Title: Cyberpunk 2077
Platforms:
Trailers:
Developer: CD PROJEKT RED
Publisher: CD PROJEKT RED
Review Aggregator:
OpenCritic - 87 average - 89% recommended - 62 reviews

Note from OpenCritic:

Please note: This game has significant disparities in performance, player experience, and review scores between the PC, next-gen consoles, Xbox One, and PS4 versions.
The OpenCritic team and several critics suspect that the developer, CD PROJEKT RED, intentionally sought to hide the true state of the game on Xbox One and PS4, with requirements such as only allowing pre-rendered game footage in reviews and not issuing review copies for PS4 and Xbox One versions.
This notice will be taken down in February 2021.

Recent News and Notable Information

SkillUp reports:
I have finished Cyberpunk but I will not have a review up today as I could not comply with CDPR"s embargo requirement that prohibited us from using our own recorded gameplay in the review. Instead, we were told to use b-roll, which is basically trailer footage.
Reviews should not be vehicles for rolling out more marketing material, so I'll put my review up when I'm able to show you the reality of the game with my own footage.
I'm also disappointed that no console review code was provided to any outlet...
Console games are often reviewed without their day one or even day zero patches, so Cyberpunk would not have been special in this regard. Its really lame that no reviewer can tell you how this game runs on console on the review embargo.
I absolutely love this game and I think CDPR did extraordinary work, but its clearly unfinished at this point and no review relying on trailer footage alone can properly convey that.
Fabian Mario Döhla (CDPR PR) regarding reviews being on the Day 1 patch or not (getting conflicting info regarding this so take it with a grain of salt):
They are not - a bunch of issues reviewers encountered (and reported) have been fixed already, some more are part of the update.
Toms Hardware Performance Review:
The minimum GPU listed is a GTX 780, with GTX 1060 6GB recommended for 1080p high, RTX 2060 for 1440p ultra, and an RTX 2080 Super for 4K ultra. Then there's the ray tracing additions, with the RTX 2060 listed as the minimum for 1080p and RT medium, 3070 for 1440p and RT ultra, and 3080 for 4K RT ultra. Based on what we're seeing, it looks like those recommendations are for 30-40 fps.

Critic Reviews

ACG - Jeremy Penter - Unscored

Video Review - Quote not available

Areajugones - Víctor Rodríguez - Spanish - 9.5 / 10
Cyberpunk 2077 is the ultimate power fantasy. A video game that takes the best of modern RPG, first-person shooter, stealth, and the open world and masterfully blends it into a single product. If Skyrim and GTA V marked a before and after for their genres at the beginning of the 2010s, Cyberpunk 2077 is called to do the same from this 2020.
Daily Mirror - James Ide - 5 / 5 stars
The game may not be perfect but given CD project Red's reputation for fixing and updating games Cyberpunk has a bright neon-lit future. It can proudly sit among its influences of Ghost in the Shell, Blade Runner and Neuromancer (as well as games like Deus Ex, System Shock) with its augmented head held high.
It's been a long wait, but the end result is a massive sprawling RPG with an incredible story, heart-pounding action, solid mechanics and customisation, offering you unparalleled player choice in a deep, atmospheric world that I can't wait to plug myself back into.
Destructoid - Chris Carter - 7.5 / 10
Cyberpunk 2077 is a victim of bloat, but you can choose to ignore a lot of it and take in the sights. That's where Night City is at its best, and I sincerely suggest that you take your time going through it, as rushing will only lead to disappointment. Even just strolling through though though, you'll probably be left wanting more.
Digital Spy - Owen Gough - 5 / 5 stars
We could wax lyrical about how good this game is for another ten years, and we still think the conversation would be relevant - so yes, we think Cyberpunk 2077 is the game of the decade. This is an event, and a big moment in gaming, because the brilliant Cyberpunk 2077 is laying down the stepping stones for greater feats in the future.
Easy Allies - Daniel Bloodworth, Ben Moore - Unscored

Video Review - Quote not available

Enternity.gr - Nikos Papakonstantinou - Greek - 9.5 / 10
CD Projekt RED is willing to take an even bigger risk and dare something very different, combining elements that they have proven to know well and elements which they have no previous experience in.
Eurogamer - Chris Tapsell - Recommended
Exceptional characters, heartfelt storytelling and enjoyable action threaten to be engulfed by endless bugs and hasty, uneven design.
Everyeye.it - Alessandro Bruni - Italian - 9 / 10
And it is precisely for this reason that, despite all the technical problems of the production, we cannot in any way fail to assign a vote of excellence to the work of CDPR: the defects will disappear over time, but already now Cyberpunk 2077 is a title which undoubtedly deserves a place of honor in all players' library.
GAMES.CH - Benjamin Braun - German - 88 / 100
Measured against the extreme expectations, Cyberpunk 2077 can't fulfill any of them. But all in all, despite the countless small weaknesses and inconsequences, with interesting characters, great story and dialogues or the freedom concerning gameplay, CD Projekt delivers a unique and great RPG that every fan of the genre needs to play.
GRYOnline.pl - Michał Mańka - Polish - 9 / 10
Cyberpunk 2077 proves that the developers have improved their skills since fantastic The Witcher 3. It is an excellent action RPG that would benefit from a longer delay to polish the various issues. However, no amount of bugs can diminish the immense pleasure of exploring this world.
Gadgets 360 - Akhil Arora - 3 / 10
The era of the PlayStation 5 and the Xbox Series X has arrived, but Cyberpunk 2077 is currently running on those next-gen platforms via backwards compatibility. A true next-gen update isn't due until sometime in 2021. That means CD Projekt Red developed a game for three platforms, and it's running on an acceptable level on just one (PC), provided you have the hardware. That is just plain ridiculous.
Game Informer - Andrew Reiner - 9 / 10
An open world you can get lost in and continue finding new things to do
GameHaunt - Mark Louis Salazar - 4 / 5 stars
Cyberpunk 2077 is of massive ambition, and the characters in it are brilliantly written and performed.
GameMAG - Александр Копанев - Russian - 9 / 10
It's definitely feels like with Cyberpunk 2077 CD Projekt RED tried to tell a really meaningful story, while using as a backdrop truly a unique setting. And all the while the developers made sure that the game still feels approachable by all kind of people, and that it presents itself with insane graphical fidelity painting an image of an eerily realistic world of tommorow. We doubt there's too many people who don't believe in CD Projekt RED, but in case you're one of them, be warned - Cyberpunk 2077 is something that will change the way you look at the gaming industry as a whole.
GameOnAUS - Royce Wilson - Essential
This is an outstanding and highly enjoyable game, but take your time with it, do all the side missions (think of them as extensions of the main quest, in fact) and don’t rush the main storyline. You should absolutely take the earliest available opportunity to explore Night City and everything it has to offer. From the visuals to the music to the vibe, it’s a superb experience and one I am looking forward to spending a lot more time with.
GamePro - Dennis Michel - German - 83 / 100
Cyberpunk fascinates with its story and characters, but presents itself in a partially desolate state on consoles.
GameSpew - Richard Seagrave - 10 / 10
Cyberpunk 2077 isn’t perfect, but it is ambitious. It marries a gripping story with a huge open world absolutely dripping with atmosphere; one in which, after fifty hours of gameplay, I still feel like I’ve only scratched its surface. Even now I’m itching to jump back in and complete yet more side jobs, not only because they’re enjoyable, but also just in case they offer V more options when it comes to ending their story.
GameSpot - Kallie Plagge - 7 / 10
Cyberpunk 2077 has standout side quests and strong main characters, though its buggy, superficial world and lack of purpose bring it down.
GameWatcher - Marcello Perricone - 9 / 10
A remarkably well-executed open world game whose greatest heights exceed its deepest failings.
Gameblog - Gianni Molinaro - French - 7 / 10
Cyberpunk 2077 is a new masterpiece from CD Projekt RED, a huge, dense, vibrant, colorfoul and dark Sci-Fi RPG that any fan of the genre should step in. First because it will provide the sensation that the story really depends on you choices and that you have everything you need for your playstyle. Then because streets, stores, buildings, inhabitants of Night City won't get out of your head easily. You'll be happy to interact with Keanu Reeves, but the real star is this city and all it provides in terms of atmosphere, game mechanics and stories.
[OpenCritic note: Gianni Molinaro separately reviewed the next-gen (10) and current-gen (4) versions. The scores have been averaged.]
Gamerheadquarters - Jason Stettner - 10 / 10
Cyberpunk 2077 is the cyberpunk game of my dreams, it provides one of the most highly detailed environments I’ve ever seen, with an incredibly expansive and immersive narrative.
Gamers Heroes - Blaine Smith - 60 / 100
Cyberpunk 2077 is a great game, but it could have been an incredible game that defined a generation. Instead, it falls victim to its own ambition and the industry's constant desire to push, push, push it out. In its current state, it's not for the faint of heart, and even hardcore Cyberpunk fans may struggle to stay interested amidst all the crashes and issues. If you have yet to pick it up, wait a few months and you could very well be treated to the experience we were all hoping for at launch.
Gamersky - 不倒翁蜀黍 - Chinese - 9.1 / 10
Although there still exist a lot of technical glitches, Cyberpunk 2077 stands out in terms of cyberpunk concept, story-telling, characters, level-design, combat, and so forth. It's a pleasure to spend hundreds of hours in the Night City, and I believe it would be one of the greatest open-world RPGs in the next decade.
GamesBeat - Jeff Grubb - 3 / 5 stars
It’s fine to make a game like that — for many, that’s the promise of Cyberpunk 2077. It just wasn’t the promise to me.
GamesRadar+ - Sam Loveridge - 5 / 5 stars
What Cyberpunk 2077 lacks in core campaign length, it makes up for with depth and soul, offering a world of intrigue and violence unlike any other.
Geek Culture - Marion Frayna - 9.1 / 10
The dark future certainly looks promising, thanks to the collective imagination of the team at CD Projekt Red, which seems to know no bounds. Cyberpunk 2077 certainly took a while to come to our hands, but be glad it’s finally here, for it is here to stay for a long time to come. And it certainly did not disappoint.
Giant Bomb - Unscored
Early Impressions Discussion: They should have delayed this game even more
One word: undercooked
God is a Geek - Mick Fraser - 10 / 10
Despite a few flaws, Cyberpunk 2077 is one of the most consistently astounding pieces of media I've ever had the pleasure of consuming.
Hobby Consolas - David Martinez - Spanish - 98 / 100
Cyberpunk 2077 is one of the greatest RPGs of the generation. We love Night City, its characters and great writing for every mission. It is also one of the best looking games out there (if your PC is powerful enough).
IGN - Tom Marks - 9 / 10
Cyberpunk 2077 throws you into a beautiful, dense cityscape and offers a staggering amount of flexibility in how you choose to take it from there.
IGN Italy - Davide Mancini - Italian - 9.3 / 10
Cyberpunk 2077 is like an addictive, huge, impressive braindance, where the feelings are real, while sometimes you see the puppet strings. It's an ambitious RPG, where narration, decisions and dialogue are far more important than combat, wrapped around a lot of fun, but usual and not always perfect, action mechanics. Engaging and marvellous to play, Night City on high-end PCs is stunning to see and super stylish. Cyberpunk 2077 is worth the wait, because the adventure of V and Johnny Silverhand is greater than the sum of its parts.
INDIANTVCZ - Filip Kraucher - Czech - 10 / 10
Cyberpunk 2077 offers a great sci-fi experience in which you can get lost for hours. It is not a revolutionary title in its genre, but it brings fresh changes. Whether it's new tasks, well-written dialogues, and characters, good stylized graphics, or very pleasant controls. Decision-making constructions leave you free where you need them. Conversely, they bind you in places where it is important. Everything fits together thanks to that. And if you were afraid that Cyberpunk 2077 would be a debacle. Throw this worry behind your head. Enjoy Night City to the fullest!
Kotaku - Riley MacLeod - Unscored
I haven’t fallen in love with playing Cyberpunk 2077, but I haven’t loathed it either. Some moments have been exciting or moving, while others have just felt like stuff to do.
M3 - Raphael Cano Felix - Swedish - 5 / 5 stars
A more emotive and engaging title is hard to find.
Merlin'in Kazanı - Ersin Kılıç - Turkish - 85 / 100
Cyberpunk 2077 offers an experience that players who love the genre should definitely try despite the bugs and big problems it contains.
Metro GameCentral - GameCentral - 8 / 10
A stunning achievement in open world gameplay but one whose tonal inconsistencies and weak narrative undermines what could have been an all-time classic.
PC Gamer - James Davenport - 78 / 100
Some nice characters and stories nested in an astounding open world, undercut by jarring bugs at every turn.
PCGamesN - Richard Scott-Jones - 9 / 10
Groundbreaking, but not quite as much as you're hoping it is. Cyberpunk 2077 doesn't surpass its brilliant influences, but in Night City, Johnny Silverhand, and its chilling vision of hyper-capitalism, it claims territory of its own.
PCMag - 3.5 / 5 stars
I fell in love with Night City, warts and all. If its many bugs can get ironed out, Cyberpunk 2077 is a potential Game of the Year candidate. Here’s hoping that CD Projekt Red can quickly push out fixes.
PPE.pl - Wojciech Gruszczyk - Polish - 9.5 / 10
Cyberpunk 2077 is huge, steeped in sex, satisfying shooting, and the expansion of individual elements delights. It's one of those productions you want to get ing into to get to know its charms and enjoy every moment in Night City.
Polygon - Carolyn Petit - Unscored
Cyberpunk 2077 is dad rock, not new wave
PowerUp! - Leo Stevenson - 10 / 10
Frankly, Cyberpunk 2077 is the best video game I've ever played
Press Start - Brodie Gibbons - 9 / 10
Cyberpunk 2077 is staggering, overwhelming, and even surprising at times in its spectacle. Although my first dozen hours with the game has been marred by easy-to-fix problems, Nighty City, along with all it offers and all that call it home, makes for an intoxicating escape. Here's hoping the next one hundred hours are as utterly compelling.
Push Square - Robert Ramsey - Unscored
We're still playing Cyberpunk 2077 in order to bring you a finished review, but it's impossible to recommend picking this game up at launch on PS4 or PS4 Pro. On PS5 via backwards compatibility, there's still fun to be had - a glimpse of the game's excellent potential - but even then, it's crippled by bugs and crashing issues. There's something truly special at the core of Cyberpunk 2077, but in its current state, it's simply not good enough. So far, a colossal disappointment.
RPG Site - 9 / 10
When Cyberpunk's grim setting and mix of gameplay systems land, it is a powerfully impressive experience - sprawling, dense, clever, witty, and most importantly damn good fun. Other times, it has all the charm of a moody, edgy teenager.
SECTOR.sk - Peter Dragula - Slovak - 10 / 10
Absolutely stunning action game with a lot of content, deep RPG progres and dialogue. Another master-piece from CD Projekt Red!
Saudi Gamer - عصام الشهوان - Arabic - 8 / 10
An ambitious, maybe over ambitious, thrilling ride that falters when it comes to execution. The developer's strength shines through the world building and production, resulting in a unique mix that is let down by a myriad list of technical and AI problems.
Screen Rant - 4 / 5 stars
Ultimately, it feels like Cyberpunk 2077 is a fitting bookend for the previous generation of games and a strong starting point for current-gen. Now it's time to start innovating again.
Skill Up - Ralph Panebianco - Unscored

Video Review - Quote not available

Spaziogames - Italian - 9.5 / 10
Cyberpunk 2077 traces a new path for the open-world RPGs, telling a thought-provoking story about the dangerous drifts of humankind.
Stevivor - Jay Ball - 9.5 / 10
The most important thing that everyone needs to know about Cyberpunk 2077 is that while it’s imperfect, it is without a doubt a superb game.
The Digital Fix - Andrew Shaw - 10 / 10
CD Projekt Red has set a new standard for what can be achieved in this sandbox. Cyberpunk 2077 is taking open-world gaming to the next generation.
The Games Machine - Danilo Dellafrana - Italian - 9.5 / 10
Cyberpunk 2077 is a wild journey within an incredibly fascinating setting; some technical uncertainties destined to disappear and a partial repetitiveness limit its glory, but overall it is an adventure worthy of William Gibson himself. Cyberpunk 2077 allowed me to finally feel immersed in that pen & paper RPG I discovered in 1988, pouring rain clouding my view in a kaleidoscope of neon signs, just as I had imagined while leafing through those pages. Some may not consider it a perfect game, but I do.
TheGamer - Kirk McKeand - 5 / 5 stars
I’m V and the game is Silverhand - I can’t get Cyberpunk 2077 out of my head. I’ve had it a week and played 70 hours, which is probably about as healthy as scooping out my face and replacing it with electronics, but it didn’t feel like work. Like a digital personality loaded onto a biochip, it felt like stepping into another life for a while. It’s a life I can’t wait to relive.
TrueAchievements - Heidi Nicholas - 4.5 / 5 stars
It might not reinvent the genre in every aspect, but for a fantastic story, an insanely detailed word, and brilliant dialogue, you’ve got to try it.
TrustedReviews - Jade King - 4 / 5 stars
CD Projekt Red has created a triumphant RPG experience with Cyberpunk 2077, yet it often falters under the weight of its own ambition thanks to inconsistent writing and narrative
Twisted Voxel - Ali Haider - 7 / 10
Too ambitious for its own good, Cyberpunk 2077 attempts to do too much and falters in its execution as a result. Despite its issues, it’s better than the sum of its parts and might be worth checking out for fans of action RPGs.
VG247 - James Billcliffe - 5 / 5 stars
In the midst of such intense anticipation and scrutiny, it’s easy to get carried away with what Cyberpunk 2077 could have been. The final experience might be more familiar than many predicted, with plenty of elements that aren’t perfect, but it’s dripping with detail and engaging stories. With so much to see and do, Cyberpunk 2077 is the kind of RPG where you blink and hours go by, which is just what we need to finish off 2020.
Windows Central - Jez Corden - 5 / 5 stars
Cyberpunk 2077 is an open-world masterpiece that features some of the most immersive and liberating storytelling this industry has to offer. With full freedom to choose V's personality, looks, and gameplay style, Cyberpunk 2077 gives the player an unrelenting amount of control in a world that delivers dozens upon dozens of hours of high-quality content. Cyberpunk 2077 is a mammoth achievement and solidifies CD Projekt RED's place at the top of the pile.
Worth Playing - Chris "Atom" DeAngelus - 6.5 / 10
It may not sound like it, but I enjoyed many aspects of Cyberpunk 2077. It doesn't hit the highs of The Witcher 3, but it still has a lot going for it. However, it was released in such an unfinished state that it's hard to give it a positive review. It's an 8.0 game hiding in a 4.0 game wrapper. I might change my tune in a few months, when patches have rolled out, but even when playing the best version available on the PlayStation systems, there's no getting around it: Cyberpunk 2077 might have been mocked for its delays, but it needed more of them. You'll still have fun if you pick it up now, but unless you're dying for it, it's best to wait until it's been patched and improved.
submitted by PhazonJim to Games [link] [comments]

CORSAIR EARNINGS PLAY, The DD you've been waiting for

Corsair Gaming ($CRSR)
Redefining gaming, eSports, and streaming
Company Overview
Corsair Gaming is an American computer hardware and peripherals company founded in 1994 and headquartered in California.
They acquired Elgato Gaming in 2018 to expand to the streaming gear market, Origin PC and SCUF gaming in 2019 to expand into the custom-built PC systems and console controllers markets, respectively, and during 2020 they acquired Gamer Sensei and EpocCam, and partnered with Pipeline to grow into the gaming and streaming coaching market.
Corsair went public on September 23, 2020, with its IPO priced at $17, valuing the company at about $1.3B.
Understanding the Business
Value Proposition
Corsair provides specialized, high-performance gear for gamers and streamers. Their products are designed to provide speed and reliability for competitive gaming, high quality content for streamers, and powerful PC components that allows gamers to run modern games smoothly.
Revenue Streams
Currently, Corsair groups its product offering into two segments: gamer and creator peripherals and gaming components and systems.
Gamer and Creator Peripherals:
which represents around 25% of net revenue, includes gaming mice, keyboards, and headsets, streaming gear, and high performance console controllers.
Gaming Components Systems:
which represents around 75% of net revenue includes computer cases, power supply units (PSU), high performance memory products (40% of net revenue), and custom-built gaming systems.
Acquisitions and Partnerships:
During 3Q 2020 Corsair acquired Gamer Sensei, a gaming coaching platform, EpocCam, an app that allows iPhones to serve as a webcam, and partnered with Pipeline, a course-based education platform for streamers.
Industry
Market Size
According to Jon Peddie Research, the global gaming and streaming gear markets is expected to reach $40B by the end of 2020. Before the pandemic JPR estimated the market to grow at a modest 1.05% CAGR until 2022. However, during 2020 the market has grown an estimated 10% year-over-year.
Additionally, DFC Intelligence research estimated that the video-game coaching market surpasses $1B.
Industry Fundamentals
Growth in the gaming and streaming gear industries are driven by strong and robust fundamentals.
Popularity of gaming is increasing:
According to Newzoo, there are an estimated 2.7B gamers worldwide, which are expected to spend $159B on games in 2020 and is expected to grow at an 8.3% CAGR to exceed $200B by 2023. PC and console gaming represents 51% of the total market, and mobile gaming 49%. Corsair has stated that currently there is no interest in expanding to the mobile gaming market.
Tech-driven improvements in game quality:
Advances in computer power have enabled gaming platforms to provide increasingly immersive experiences. This in turn, places increased demand on high-performance computing hardware.
Increasing gaming and streaming engagement:
Some interesting facts reported in the Limelight Networks’ State of Online Gaming 2019 research report include:
The eSports and streaming flywheel
The rise in popularity and viewership of eSports brings more investment from publishers, sponsors, advertisers, team owners, and leagues to the eSports industry. Increased investment brings more players and increased performance focus of gamers who advance from less engaged gaming to high-performance gameplay, which in turn brings more viewers.
Competitive Landscape & Risks
Competition
The gaming and streaming market is characterized by intense competition, constant price pressure and rapid change. Competition across Corsair’s product offering includes:
Gaming keyboards and mice - Logitech and Razer
Headsets and related audio products -Logitech, Razer, and HyperX
Streaming gear - Logitech and AVerMedia
Performance controllers - Microsoft and Logitech
PSUs, cooling solutions, and computer cases - Cooler Master, NZXT, EVGA, Seasonic, and Thermaltake
High performance memory - G.Skill, HyperX, and Micron
Pre-built and custom-built gaming PCs - Alienware (Dell), Omen (HP), Asus, Razer, iBuypower and Cyberpower
Competitive Strategy
The company follows a differentiation leadership strategy by prioritizing high-performance and professional quality and charging a price premium on their products in exchange for superior quality, high value added features, and superior brand recognition.
Market Share
According to NPD Group, by 2020 Corsair had #1 market share position in the US in its gaming components and systems products with 42% of the market share from 26% in 2015. Their gamer and creator peripheral products are not yet market leaders, however, the company increased its market share in that segment from 5% in 2013 to 18% by 2020 in the US.
Growth Strategy
Move into the Asia Pacific region:
The Asia Pacific Region represents a long-term growth opportunity. According to Newzoo, they represent 54% of the global gaming community.
Complimentary acquisitions:
Corsair has carried out this strategy aggressively since 2018 with the acquisitions of Elgato Gaming, Origin PC, SCUF and Gamer Sensei. They plan to continue evaluating and pursuing new acquisitions that may strengthen their competitive position.
New Markets:
Uses of streaming gear has spread into areas including, podcasting, video blogging, interactive fitness, remote learning, and work-from-home, which represent a promising avenue for continued expansion in this product segment.
Threat of New Entrants
Because of the continued convergence between the computing devices and consumer electronics markets, increased competition from well-established consumer electronics companies is expected in the gaming and streaming peripherals segment (e.g. use of Audio-technica microphones by streamers).
Threat of Substitution
A significant medium- to long-term risk for Corsair’s business model is the evolution of cloud computing and augmented/virtual reality entertainment.
Cloud computing refers to a computing environment in which software is run on third-party servers and accessed by end users over the internet, requiring minimal processing power from the end-user’s system. Through cloud computing, gamers will be able to access and play sophisticated games without the need of expensive high-performance PC systems and components.
According to Grand View Research, the global cloud gaming market is expected to grow at a CAGR of 48% from 2020 to reach $7.2B by 2027.
Additionally, Corsair must be able to adapt its product offering to meet the needs of the evolving augmented/virtual reality industry.
Moats
There does not seem to be any relevant, structural moats, that may prohibit competitors from capturing Corsair’s market share across their product offering.
Other Relevant Risks
Due to the concentration of their production facilities in Taiwan and China, Corsair may be adversely by geopolitical tensions and trade disputes.
Financial Summary
Proforma Balance Sheet
https://postimg.cc/QHgY1ZxL
Income Statement
https://postimg.cc/qNkbGDzN
For the 9 months ended September 2020 compared to the same period last year:
The 49% increase in net revenue is mostly attributed to a large number of consumers gaming and working from home during the COVID-19 pandemic.
The company’s gross margin is influenced by its product mix for the period, gamer and creator peripherals have a higher gross margin (25-35%) than gaming components and systems (15-25%).
Proforma Cashflow Statement
https://postimg.cc/XXCzNyRY
Cash used in investing activities consists primarily on the acquisitions of Elgato in 2018, and SCUF and Origin PC in 2019.
Peer Comparison
https://postimg.cc/Whcfd1V6
Logitech International (LOGI) and Micron Technologies (MU)
Why am I posting this now?
I believe they are going to have very strong 4th quarter 2020 earning results. 2020 had record pc sales,and pc video games has reported record numbers of players. They are in my opinion the leading pc peripherals brand for gamers. Q4 Earnings Include both Black Friday and Christmas Sales
Record pc sales:
https://www.businesstoday.in/technology/news/record-pc-sales-in-2020-as-covid-limits-work-education-to-homes/story/427858.html#:~:text=According%20to%20the%20latest%20data,units%20in%20Q4%20of%202020&text=COVID%2D19%20pandemic%20has%20turned,personal%20computer%20(PC)%20industry%20industry).
Google trends:
https://imgur.com/oKPn6R5
My price target for this earnings: $65 EDIT: (EOM)
TLDR: $CRSR will crush Q4 earnings 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀 🚀
Position: 60 Contracts 40c exp 2/19
disclaimer: I am not a financial advisor. DO YOUR OWN RESEARCH
credit: u/italiansomali and u/erythaean
submitted by asaddoc to wallstreetbets [link] [comments]

$CRSR Corsair DD / Earnings play

Corsair Gaming ($CRSR)
Redefining gaming, eSports, and streaming
Company Overview
Corsair Gaming is an American computer hardware and peripherals company founded in 1994 and headquartered in California.
They acquired Elgato Gaming in 2018 to expand to the streaming gear market, Origin PC and SCUF gaming in 2019 to expand into the custom-built PC systems and console controllers markets, respectively, and during 2020 they acquired Gamer Sensei and EpocCam, and partnered with Pipeline to grow into the gaming and streaming coaching market.
Corsair went public on September 23, 2020, with its IPO priced at $17, valuing the company at about $1.3B.
Understanding the Business
Value Proposition
Corsair provides specialized, high-performance gear for gamers and streamers. Their products are designed to provide speed and reliability for competitive gaming, high quality content for streamers, and powerful PC components that allows gamers to run modern games smoothly.
Revenue Streams
Currently, Corsair groups its product offering into two segments: gamer and creator peripherals and gaming components and systems.
Gamer and Creator Peripherals:
which represents around 25% of net revenue, includes gaming mice, keyboards, and headsets, streaming gear, and high performance console controllers.
Gaming Components Systems:
which represents around 75% of net revenue includes computer cases, power supply units (PSU), high performance memory products (40% of net revenue), and custom-built gaming systems.
Acquisitions and Partnerships:
During 3Q 2020 Corsair acquired Gamer Sensei, a gaming coaching platform, EpocCam, an app that allows iPhones to serve as a webcam, and partnered with Pipeline, a course-based education platform for streamers.
Industry
Market Size
According to Jon Peddie Research, the global gaming and streaming gear markets is expected to reach $40B by the end of 2020. Before the pandemic JPR estimated the market to grow at a modest 1.05% CAGR until 2022. However, during 2020 the market has grown an estimated 10% year-over-year.
Additionally, DFC Intelligence research estimated that the video-game coaching market surpasses $1B.
Industry Fundamentals
Growth in the gaming and streaming gear industries are driven by strong and robust fundamentals.
Popularity of gaming is increasing:
According to Newzoo, there are an estimated 2.7B gamers worldwide, which are expected to spend $159B on games in 2020 and is expected to grow at an 8.3% CAGR to exceed $200B by 2023. PC and console gaming represents 51% of the total market, and mobile gaming 49%. Corsair has stated that currently there is no interest in expanding to the mobile gaming market.
Tech-driven improvements in game quality:
Advances in computer power have enabled gaming platforms to provide increasingly immersive experiences. This in turn, places increased demand on high-performance computing hardware.
Increasing gaming and streaming engagement:
Some interesting facts reported in the Limelight Networks’ State of Online Gaming 2019 research report include:
The eSports and streaming flywheel
The rise in popularity and viewership of eSports brings more investment from publishers, sponsors, advertisers, team owners, and leagues to the eSports industry. Increased investment brings more players and increased performance focus of gamers who advance from less engaged gaming to high-performance gameplay, which in turn brings more viewers.
Competitive Landscape & Risks
Competition
The gaming and streaming market is characterized by intense competition, constant price pressure and rapid change. Competition across Corsair’s product offering includes:
Gaming keyboards and mice - Logitech and Razer
Headsets and related audio products -Logitech, Razer, and HyperX
Streaming gear - Logitech and AVerMedia
Performance controllers - Microsoft and Logitech
PSUs, cooling solutions, and computer cases - Cooler Master, NZXT, EVGA, Seasonic, and Thermaltake
High performance memory - G.Skill, HyperX, and Micron
Pre-built and custom-built gaming PCs - Alienware (Dell), Omen (HP), Asus, Razer, iBuypower and Cyberpower
Competitive Strategy
The company follows a differentiation leadership strategy by prioritizing high-performance and professional quality and charging a price premium on their products in exchange for superior quality, high value added features, and superior brand recognition.
Market Share
According to NPD Group, by 2020 Corsair had #1 market share position in the US in its gaming components and systems products with 42% of the market share from 26% in 2015. Their gamer and creator peripheral products are not yet market leaders, however, the company increased its market share in that segment from 5% in 2013 to 18% by 2020 in the US.
Growth Strategy
Move into the Asia Pacific region:
The Asia Pacific Region represents a long-term growth opportunity. According to Newzoo, they represent 54% of the global gaming community.
Complimentary acquisitions:
Corsair has carried out this strategy aggressively since 2018 with the acquisitions of Elgato Gaming, Origin PC, SCUF and Gamer Sensei. They plan to continue evaluating and pursuing new acquisitions that may strengthen their competitive position.
New Markets:
Uses of streaming gear has spread into areas including, podcasting, video blogging, interactive fitness, remote learning, and work-from-home, which represent a promising avenue for continued expansion in this product segment.
Threat of New Entrants
Because of the continued convergence between the computing devices and consumer electronics markets, increased competition from well-established consumer electronics companies is expected in the gaming and streaming peripherals segment (e.g. use of Audio-technica microphones by streamers).
Threat of Substitution
A significant medium- to long-term risk for Corsair’s business model is the evolution of cloud computing and augmented/virtual reality entertainment.
Cloud computing refers to a computing environment in which software is run on third-party servers and accessed by end users over the internet, requiring minimal processing power from the end-user’s system. Through cloud computing, gamers will be able to access and play sophisticated games without the need of expensive high-performance PC systems and components.
According to Grand View Research, the global cloud gaming market is expected to grow at a CAGR of 48% from 2020 to reach $7.2B by 2027.
Additionally, Corsair must be able to adapt its product offering to meet the needs of the evolving augmented/virtual reality industry.
Moats
There does not seem to be any relevant, structural moats, that may prohibit competitors from capturing Corsair’s market share across their product offering.
Other Relevant Risks
Due to the concentration of their production facilities in Taiwan and China, Corsair may be adversely by geopolitical tensions and trade disputes.
Financial Summary
Proforma Balance Sheet
https://postimg.cc/QHgY1ZxL
Income Statement
https://postimg.cc/qNkbGDzN
For the 9 months ended September 2020 compared to the same period last year:
The 49% increase in net revenue is mostly attributed to a large number of consumers gaming and working from home during the COVID-19 pandemic.
The company’s gross margin is influenced by its product mix for the period, gamer and creator peripherals have a higher gross margin (25-35%) than gaming components and systems (15-25%).
Proforma Cashflow Statement
https://postimg.cc/XXCzNyRY
Cash used in investing activities consists primarily on the acquisitions of Elgato in 2018, and SCUF and Origin PC in 2019.
Peer Comparison
https://postimg.cc/Whcfd1V6
Logitech International (LOGI) and Micron Technologies (MU)
Why am I posting this now?
I believe they are going to have very strong 4th quarter 2020 earning results. 2020 had record pc sales,and pc video games has reported record numbers of players. They are in my opinion the leading pc peripherals brand for gamers. They also have strong support from wallstreetbets.
Record pc sales:
https://www.businesstoday.in/technology/news/record-pc-sales-in-2020-as-covid-limits-work-education-to-homes/story/427858.html#:~:text=According%20to%20the%20latest%20data,units%20in%20Q4%20of%202020&text=COVID%2D19%20pandemic%20has%20turned,personal%20computer%20(PC)%20industry%20industry).
Google trends:
https://imgur.com/oKPn6R5
My price target for this earnings: $55
disclaimer:I am not a financial advisor. Do not trade based on the information I have posted.
credit: u/italiansomali and u/erythaean
submitted by erythaean to wallstreetbets [link] [comments]

An in-depth look at 18* unannounced PlayStation 5 exclusives | Including a new FROM SOFTWARE collab

Arrowhead Game Studios (Magicka, Gauntlet, Helldivers)
Testament
In 2016, Arrowhead started to work on their first ever AAA game - a project that would require not only the attention of the entire team, but also to grow the studio way beyond the 35 employees that worked on Arrowhead around that time. That's why in 2017 they moved into a bigger office where they could accommodate all of their staff - both old and new.
Then in 2018, Arrowhead's co-founder stated in an interview that they were making a third-person game this time around and, due to the change in perspective, moving the focus from local co-op to making it purely online co-op. Friendly fire is confirmed to be making a return.
In early 2019, some Arrowhead developers were spotted at GDC wearing jackets with a "Testament Dev Team" written in the back. While recapping 2019, it was stated on the Arrowhead website that they had made a "butt-ton of progress" on the game and that by the end of the year the studio had already grown to roughly 60 people.
Bend Studio (Siphon Filter, Days Gone)
Days Gone
Days Gone ends on a cliffhanger, but so did The Order 1886 and, well, we all know how that ended up - so let's delve a bit deeper into why Days Gone 2 will be a thing.
In 2019, a couple of weeks before the game's launch, a Sony PR guy said that Days Gone was seen as a "franchise" in Sony's eyes, stating that "the goal is always to make a game that people love and want more of". One month later, the game came out and delivered some surprisingly solid numbers not only at launch but also throughout the year, thanks to the good word-of-mouth it had amongst the community.
According to snort_cannon, the success of the game came as a surprise even to Sony, who was expecting Days Gone to be the disappointment and Death Stranding being the one doing crazy numbers.
Later that year, Bend Studio managing director Chris Reese kind of teased that a sequel was in the works when asked about it during an interview: "This is a world that we want to keep breathing more life into, and explore many, many different avenues. So who knows, we'll see!"
Bluepoint Games (Metal Gear Solid, Uncharted, Shadow of the Colossus, Demon's Souls)
Bloodborne Remastered
In May 2020, NeoGAF user Celine.D.Sykes - who previously discussed this project in February 2019 on the ResetEra forums - talked about the Bloodborne remaster in greater detail: "During my time on ResetEra, I only knew that From Software wanted Bloodborne to release on PC. Unfortunately, a PC port would need a lot of work […] and reworking Bloodborne's engine would take a great amount of work. The game logic is tied to framerate, among many other baffling decisions. The last time From Software tried to change the inner logic of an engine; it resulted in the infamous PC port of the first Dark Souls."
"Making a long story short, Sony said they were interested in a potential Bloodborne remaster for PS5, with a lot more work done, like some QoL added and some cut-content being introduced. Both From Software and Sony agreed to not just up the resolution and the framerate, but to make something great. FromSoftware has been authorized to release the game on PC, but only some months after the remaster hits PS5."
"Last time I heard about it, Bloodborne remaster would be part of PS5 line-up, but I don't quite believe it since I think the spotlight will be stolen by another similar title [Demon's Souls] that should be announced in June. I think they might save the Bloodborne remaster for some months after PS5 release, but I could be wrong about that particular point."
According to another report by a different source, the game is being developed by both QLOC - the studio behind 2018's Dark Souls: Remastered - and Bluepoint Games. Now that Demon's Souls is out and considering how far along Bloodborne Remastered has been reported to be, I wouldn't be surprised if it is currently planned to be revealed at The Game Awards.
Unannounced
On November 20th 2020, in response to a user who claimed that the rumored Bluepoint acquisition by Sony would be very boring as far as hype goes, KatharsisT said: "If you knew what Bluepoint is on at the moment, you wouldn't say that (Yeah, it's a hype post [and] you'll have to wait to know what it is)". Shortly after that, a mod stepped in to say that "KatharsisT has shown sufficient evidence to support this claim."
A couple of posts later, MarsipanRumpan - the guy behind the Bluepoint acquisition rumor - also backed the statements made by KatharsisT "I’m totally on your side. Talked with my source, I think we have the same info regarding their next remake. People who aren’t hyped for Bluepoint don’t know what their next project is as you said. Because that shit is [mindblowing]."
Regarding the rumors of a Metal Gear Solid remake, all I'm gonna say is: don't listen to what Moore's Law is Dead and other youtubers are saying, it is all bullshit; but at the same time don't lose faith, as chances of Bluepoint's next remake being MGS are high, considering how it seems they're working on a bigger and more prestigious title than Demon's Souls and also the good relationship Sony currently has with Konami.
From Software (Dark Souls, Bloodborne, Deráciné)
Unannounced
A couple of weeks ago, MarsipanRumpan - the guy who recently reported about Bluepoint's acquisition on ResetEra - said that he has heard that Sony is in talks with From Software regarding the making of a new PS5 exclusive directed by Hidetaka Miyazaki. This would be the third game From has currently in their pipeline, with Elden Ring and a new Armored Core being the other two.
MarsipanRumpan also clarified that it will be a while before we see this new game in motion anyway.
Guerrilla Games (Killzone, Horizon)
Unannounced
In February 2018, Simon Larouche - former multiplayer designer on Killzone 2, R6 Patriots and Splinter Cell: Blacklist, as well as game director on R6 Siege - joins Guerrilla as game director, starting to work on an unannounced project completely unrelated to the Horizon sequel (now known as Forbidden West), which was also in development at the time. Then in July, Hermen Hulst announced plans for Guerrilla to move into a new, bigger office where they could expand their staff count from 250 to 400 people, allowing them to make games faster and release a new title every two to three years.
In October 2018, Chris Lee - former multiplayer designer on several SOCOM titles at Slant Six Games and on Ubisoft's R6 Siege - joins Guerrilla as principal game designer on Larouche's project. Apart from the fact that Lee's hiring makes it pretty clear that Guerrilla's second team is working on a shooter game of some sorts, it's worth pointing out that Lee lists "cooperative and competitive multiplayer, open world systemic gameplay and online social experiences" as his current interests on his LinkedIn profile - with the open world bit being especially interesting as it was also mentioned in certain job listings for the project in 2019.
In August 2020, Guerrilla finally moved to their new office, which means the studio is now ready to begin large-scale recruiting on its second project once they see it fit - although I don't expect to hear about this project until after the release of Forbidden West in the second half of 2021.
Insomniac Games (Resistance, Ratchet & Clank, Marvel's Spider-Man)
Marvel's Spider-Man 2
The recently released Marvel's Spider-Man Miles Morales entered development in May 2018 under the direction of Brian Horton, while Bryan Intihar was finishing up his work on the original Marvel's Spider-Man, which came out in September of that year. So right after wrapping up the first game and with Miles Morales in the hands of a separate team, Intihar started preparing the next main entry in the series as teased in January 2019 when he posted on Twitter "Few things are more nerve-wracking than sharing your first story draft to others."
Japan Studio (Gravity Rush, The Last Guardian, Astro)
RaySpace
Sometime in spring 2014, a couple of weeks before E3, Reddit user Ruin4r leaked a number of titles in development exclusively for PS4, including a new God of War, The Last Guardian, a The Last Of Us sequel, Dead Don't Ride (later confirmed to be Days Gone's codename) and an "unnamed space game" - which by the way wasn't Santa Monica Studio's cancelled new IP for PS4, as that project was axed earlier that year.
A year later, Shuhei Yoshida stated in an interview at E3 2015 that "Japan Studio is now producing a really great project that I'm really excited about" - which also wasn't Gravity Rush 2, as that title was referenced as a different project later in the interview.
In April 2016, Ruin4r said that all the games previously teased by him were still in development and clarified that many of them - God of War, TLOU2, Days Gone and the "unnamed space game" - were in early stages when he first talked about them.
Then on June 6th 2016, during a livestream in celebration of Famitsu's 30th Anniversary, SIE's Yasuhiro Kitao teased a a new title to Famitsu's editor-in-chief Katsuhio Hayashi by letting him read some text from his tablet, as Kitao didn't have any images to show. Hayashi was blown away by whatever thing he read and stated that "this will definitely be worth waiting for."
In December 2017, SIE trademarked "RaySpace" in Canada - which most probably was the final title for the "unnamed space game" mentioned by Ruin4r. That same month, Japan Studio's award-winning creative director Tsutomu Kouno stated in an interview "I have not been able to announce a new title in a long time, but in 2018, I would like to announce what I am preparing". Japan Studio producer Teruyuki Toriyama - who has been teasing this project since 2015, describing it in multiple occasions as an "ambitious title" - also promised an announcement in 2018.
Sometime in 2018, an interview to a Japan Studio employee was posted on the SIE website; in it there was an image that contained shots of two upcoming games in the background: the Demon's Souls remake (top right corner) and some sort of sci-fi first-person game.
But 2018 went by without any sort of reveal regarding this project and in December, Toriyama once again teased an announcement for the coming year "In 2019, we are preparing for the debut of unannounced title(s) currently in production". It is worth noting that Japan Studio didn't reveal any new games in 2019.
I doubt that RaySpace was cancelled, as you don't pull the plug on a project that has been in the works for four or five years and was so close to being revealed. So what I believe is that they decided to move it to PlayStation 5 - just like they did with other projects such as Sackboy: A Big Adventure or Horizon: Forbidden West - and maybe even bring it back to the drawing table a little - which would explain why we haven't seen it this year during the PS5 reveal events.
Silent Hill
In 2018, Konami reached out to various developers to pitch ideas for two Silent Hill games: one a soft-reboot of the franchise; the other an episodic Telltale/Until Dawn-style game to go alongside the reboot. In fact, one of the studios contacted by Konami was Supermassive Games, creators of Until Dawn, although they ultimately didn't get the job.
Japan Studio's creative director Keiichiro Toyama, who had been wanting to work on a new horror game for quite some time, was developing a new entry in the Siren franchise at the time. Sony, who weren't fully keen on the idea of investing on a niche series such as Siren, decided to pull the plug on the project as they started negotiating a deal with Konami for getting Japan Studio to work on the Silent Hill soft-reboot - a prestige project for the PS5 lineup based on a globally renowned IP, something that would allow Toyama to have a bigger budget and more resources at his disposal.
Eventually the deal would get finalized, putting Sony Interactive Entertainment in charge of developing, funding and publishing the title in exchange for keeping the exclusive and most of the revenue, with Konami being indirectly involved by outsourcing the IP against an 8% of the revenue. And that way, the game entered development in early 2019, salvaging as much from the technological work done for the Siren game as possible.
At some point in 2019, an interview to a Japan Studio employee posted on the SIE website showed a developer working on a handgun model - something that, if we consider the other projects Japan Studio has in the pipeline, would only align with Silent Hill.
On January 21st 2020, Rely on Horror reported that they've heard from a source of their own that a new Silent Hill game was in development. A day later, movie industry insider Emre Kaya posted on Twitter that he has learned that Sony is working on a new horror game for PS5.
On March 12th 2020, Rely on Horror stated that Silent Hill composer Akira Yamaoka and creature designer Masahiro Ito are returning alongside the series creator Keiichiro Toyama to helm a soft-reboot of the franchise developed by Japan Studio, just called Silent Hill. Both of their sources mentioned Sony as the driving force behind bringing the series back. That same day, Emre Kaya said on Twitter that this was the Sony horror game that he talked about back in January.
In April 2020, ResetEra user KatharsisT backed Rely on Horror's information regarding the Silent Hill soft-reboot and confirmed a third-person perspective and that the game was playable already. She also said that it is planned to be announced before PS5's launch, with a release in spring 2021 - although these reveal and release windows were from before COVID started to fuck up their schedule. Shortly after, a mod stepped into the discussion to state that they've verified her information on the subject.
In May 2020, Reddit user snort_cannon, who had already discussed the game months ago, said that "the game was planned on being shown off this summer. Unless something bad happens, it should happen. The plan at first was just to do a CG trailer to announce that the game exists, but I personally think at this point [they] might delay the reveal and add some gameplay footage as well". When asked about his sources, he answered "Same source that told me about the Sony deal, albeit last update came in early February and COVID didn’t rampage as hard as it’s going now."
On August 3rd 2020, ResetEra user Navtra, who leaked a list of games that went on to be present on both PS5 events days in advance to June's The Future of Gaming, commented on the Silent Hill rumors "I can only confirm one thing: it was never on the table for June's event. FFXVI and Marvel's Avengers Spider-Man character announcement were among other things that were supposed to be there and were moved last minute. Silent Hill never was". If we look at both KatharsisT and snort_cannon's comments in regards to the reveal window for the game after having learned this, it becomes clear that the reveal was initially planned for the second PS5 event, that being September's PS5 Showcase - an event that the game missed because of delays in production related to the COVID pandemic.
On October 31st 2020, KatharsisT stated that something had just made her expect a reveal at The Game Awards. A couple of days later, Rely on Horror reported that recent rumors of a Silent Hill announcement at The Game Awards line up with some information they received a while back but choose not to report on.
On November 21st 2020, KatharsisT once again teased a Silent Hill reveal at The Game Awards "You'll celebrate it before the end of the year if everything goes as planned" while also stating that she thinks the game is still planned for 2021.
London Studio (The Getaway, PlayStation VR Worlds, Blood & Truth)
Horizon VR
On October 2019, VR consultant Callum Hurley posted on Twitter that he had learned about an "exciting new PlayStation VR game coming out of London Studio" through someone who had just playtested the title. He also vaguely implied it was a Horizon VR game and, when news outlets started to report on his tweets, he apologized to the development team as he didn't expect such coverage.
Same as the unannounced VR titles from Supermassive Games, I do expect this Horizon VR game to be a cross-gen release sometime next year.
MediaVision (Wild Arms, Digimon Story: Cyber Sleuth, Valkyria Chronicles 4)
Wild Arms
In July 2018, we've learned thanks to a job listing that MediaVision was working on a new PlayStation 4 RPG. It is worth noting that a year earlier Sony stated that, even though their investments have been mainly focused on titles aimed to a global audience do to the soaring in development costs, the success of recent titles such as Persona 5 or Nier Automata amongst overseas audiences has made them consider a return to first-party JRPG development.
Then in June 2019, DasVergeben posted on Reddit "Something I have heard for a while now is that a new Wild Arms game is in development but it has been over a year long journey getting that verified. I still struggle to get definite enough confirmation but I think it might have been because I heard about it too early". In a separate post, Vergeben added "I don't know much other than that it apparently is in development by Media Vision for PS4. I haven't been told anything specific yet at least. I do wonder if Sony might try and shift over to push it as a PS5 launch game or something if they don't reveal it this year [...] but that's simply speculation on my behalf."
At this point I expect the game to be a cross-gen release, as it wouldn't make sense to leave the PS4 users behind with a title that surely won't be a technological showcase unlike native PS5 games such as Ratchet & Clank: Rift Apart.
Naughty Dog (Uncharted, The Last Of Us)
The Last Of Us: Factions
On September 26th 2019, Naughty Dog posted a statement on Twitter in which they basically announced that the multiplayer mode they had planned for The Last Of Us: Part II had grown beyond an additional mode that could be included alongside the game's enormous singleplayer campaign, so they decided to turn it into a standalone game in order to not compromise on the ambitions of the studio's multiplayer team.
Then in April 2020, a short gameplay clip from a March 2018 build of the multiplayer leaked online as part of a bigger leak that revealed tons of story spoilers and cutscenes from The Last Of Us: Part II. Assuming that this TLOU multiplayer game is planned for a release on both PS4 and PS5 sometime next year, we would be in front of a title with over four years of overall dev time - meaning that the project might be greater in scope than what most of us are expecting it to be.
Unannounced
On October 10th 2018, movie industry insider Daniel Ritchman reported that Naughty Dog was in the process of casting an actor to play the lead role on an upcoming game. According to the casting description, the studio was looking for a "Black/African American male, 40s to 60s, short to medium length hair, with a body type similar to those in the images below, strong but not chiseled". But since this doesn't tell us much about the game, apart from hinting at it being a new IP, let's go a little back in time in search of more potential details.
During the The Last Of Us: Part II panel at PSX 2017, Neil Druckmann stated that Naughty Dog will "forever continue to make singleplayer, linear, narrative-based games". He also mentioned during an interview from February 2018 that the studio was totally open to make a first-person game in the future - and, since they seem to be making a new IP, this new project might be the perfect time for them to try a different camera angle in their games.
New San Diego Studio
Unannounced
In April 2018, David Hall - former Double Helix/Amazon Game Studios - joins an unnamed SIE studio in San Diego as game director on an unannounced title. Since then, rumors about a new Sony first-party studio have been circulating due to a job listing - also from April - in which it was stated that "PlayStation is building a new game development team in partnership with the Visual Arts Service Group" to work on a "high visibility project" described as a third-person action/adventure game "developed in collaboration with a major Sony studio."
A month later, Quentin Cobb - former singleplayemultiplayer designer at Naughty Dog on the Uncharted series and The Last Of Us - also joins this new studio in San Diego and in December a new job listing mentions that the team was looking for a lead character artist to work on "the next chapter of cinematic storytelling."
In January 2019, James Martinchek - former cutscene/gameplay animator on The Last Of Us, Uncharted 4 and Red Dead Redemption 2 - joins the studio as a lead gameplay animator. Also in January, Cobb was asked on Twitter why he couldn't even reveal what studio he was working for, to what he replied that "it is difficult to explain why" - further reinforcing the theory that Sony has assembled a secret studio in the San Diego area.
Then in November 2019, Sony announced their plans to set up a support studio in Malaysia and, just a couple of weeks ago, a job listing from SIE Malaysia unveils that they're currently working on "one of PlayStation's [most] well-known and well-loved franchises" for which they are looking for "talented, highly-motivated and creative animators to breathe life into the next chapter of cinematic storytelling."
In November 2020, both Quentin Cobb and John Bautista left the studio and the internet started to speculate that Sony had shut down the studio and cancelled the project, something that Bautista denied by stating that "the studio is still there and the project is still ongoing."
Santa Monica Studio (God of War)
Unannounced
On April 12th 2018, Cory Barlog spoke during an interview about his desire to work on a new IP "I really would love to create something of my own next. Something that really, really is truly 100% coming from my original vision. That would be awesome, but we have to see if I can convince Sony on that one". Over half a year later, in November, film director Duncan Jones - who had just met with Cory looking for his opinion regarding a certain script - said on Twitter that "If you think that God of War is [Cory’s] magnum opus, just you wait!"
Since then, little we've learned about the development of this project, other than the recent news that Alanah Pearce has joined Santa Monica Studio as a junior writer on, apparently, Cory's game. And I say that mainly because, while members of the team behind the next God of War were able to publicly announce their involvement in the making of said title on social media, Alanah is not allowed to reveal what she is working on over at SMS - that being due to the fact that, unlike the upcoming GOW game, Cory Barlog's new project hasn't been revealed yet.
Sucker Punch Productions (inFAMOUS, Ghost of Tsushima)
¿Ghost 2?
Look, I haven't played Ghost of Tsushima yet, so I don't know how it ends or if it sets up a sequel or not - but a few weeks ago a job listing from Sucker Punch mentioned that the studio "is looking for a narrative writer for our upcoming projects" and that the ideal candidate would "have previous success as a game writer, outstanding dialogue skills and an excellent understanding of how to tell impactful, character-driven stories within a AAA open-world game" and also "knowledge of feudal Japanese history". That last bit kind of screams some sort of GOT sequel to me.
Supermassive Games (Until Dawn, Hidden Agenda, The Inpatient)
Unannounced Titles
In November 2018, Supermassive Games managing director Pete Samuels confirmed that the studio was "working on several unannounced PlayStation exclusives" and stated that their relationship with Sony "is still excellent", even though they choose another publisher for The Dark Pictures Anthology as they wanted to reach the widest possible audience.
What that might mean is that they wanna go the multiplatform route with their biggest titles - that being The Dark Pictures Anthology, their response to the requests of an Until Dawn sequel - while keeping the most experimental and smaller stuff exclusive to Google or Sony - meaning that these unannounced titles would probably be cross-gen PSVR games, as Jim Ryan stated that they will not be releasing VR titles exclusively for PS5 until the new headset comes out in a couple of years.
Wild Sheep Studio
WiLD
During Sony's GamesCom conference in 2014, Michel Ancel took the stage to introduce WiLD, a new PS4 exclusive developed by his recently formed indie studio. It was described as a title with an open-world "potentially as big as Europe", day and night cycles, dynamic weather and seasons, as well as a seamless online system, in which you could play not only as a human but also as any living creature. Ancel also stated that for the past year, the studio had been working very hard on the proprietary technology and tools they would be using in order to create this very specific type of game that was WiLD.
A year later, this time at Sony's Paris Games Week conference, Ancel showed a super early gameplay demo of WiLD. This was the last time we saw WiLD in action, as the information drops regarding this title started to slow down over the years - with most updates consisting of Sony denying cancellation rumors, trademark renewals or off-screen pictures of the game posted on Michel Ancel's Instagram.
The most notable piece of news from this period however, was an interview with WiLD producer Mitsuo Hirakawa from November 2017. During said interview, he stated "We are not going to rush [Michel Ancel] to make something that he doesn't want to compromise on." and then he followed "Even experienced developers make mistakes. We have to make mistakes to find the right choices for the design of the game and we want to provide [Wild Sheep Studio] with all the support necessary, so that's why things sometimes do take a lot longer than we expect but we feel that WiLD deserves the extra time and quality before it comes to public."
A creative that doesn't want to compromise on his vision? Mistakes that lead into things taking longer than expected? Call me crazy, but I think those statements are pointing directly to some heavy project mismanagement on Ancel's part, as we've seen reports of similar things happening during the development of Beyond: Good & Evil 2.
According to snort_cannon "[BG&E2] has been a mess behind the scenes for a pretty long time. To give you a rough idea of how bad it's going, the game was supposedly gonna come out next year [in 2021], but it's not even 50% done. I wouldn't be shocked, if we get an investigation article on its development troubles, soon". Which did in fact happened, as, a couple of months ago, national newspaper Libération published an article on BG&E2's troubled development "Ganesha City, which [he] asked us to do with a completely stupid level of detail, we only just finished it three years later, and we've had to redo it four or five times. Knowing that we have to do several planets, you can imagine the absurdity of this kind of reasoning." "When [Ancel] was spoking to the press, we were taking notes because [...] it could concern points on which we would have been stuck on for months, waiting for directions."
Moving onto something else, in July 2018, both Michel Ancel and Wild Sheep's CEO and art director Celine Tellier visited Guerrilla Games. This is interesting, because considering that WiLD went through some serious development hell difficulties, it is not farfetched to think that one of the solutions proposed by Sony to one of the several the problems the game was facing at the time was to drop the in-house engine that Wild Sheep was using up to that point and move the game over to DECIMA - the Guerrilla Games engine that has powered PS4 titles such as Killzone: Shadow Fall and Horizon: Zero Dawn but also Until Dawn and Death Stranding. Such a change could come in handy, especially when we take into account that, just like Horizon and Death Stranding, WiLD is an open-world title that takes place in natural environments.
On September 18th 2020, Michel Ancel announced his departure from the games industry and regarding Beyond: Good & Evil 2 and WiLD he stated that "since many months now the teams are autonomous and the projects are going super well. Beautiful things to be seen soon". Hopefully we get to see something next year.
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$EGLX.to - Epic eSports stock about to uplist to the Nasdaq

TLDR; EGLX.to is the single best pure-eSports play in the world.

Look I have an incredible track record of getting lucky picking stocks in the new reddit dominated market (PLTR, U, AI, BB, etc) and I want to tell you all about my next big one: Enthusiast Gaming.
While our community has nearly quadrupled in size, I still believe EGLX is one of the most underappreciated plays out there.
Since writing my first DD on EGLX, a few things have transpired:
Get in before the Nasdaq listing if you like money.
Positions: I currently have 40% of my portfolio in Enthusiast Gaming.
I hope the mods don't mind, but I wanted to repost this DD I wrote about a month ago, because it seems like none of the noobs know about the Enthusiast Gaming eSports revolution. So here it is below:
---------------------------------------------------------
LINK to original post - POSTED JAN 6TH 2020:
Greetings friendos.
It's 12:20 AM where I live and since I can't sleep, I have decided to finally write a DD on Enthusiast Gaming that I have been thinking about for some time... EGLX is a stock that I believe can make you 5-20x gains in the next year. I have been watching this stock since like $1.50 during the darkest days of COVID, and I am kicking myself for not getting in until $4 just before Christmas. But I am now a proud shareholder preaching the gospel.
What the eff do I know?
For some background information on my own stock picking prowess and why my ideas might be worth considering, I previously wrote super early DD's on Palantir, Telos and C3ai before making money in all 3 of them. I have a large number of people who have sent me thank you messages on reddit for my DD's on those companies.
PLTR - I was in at 10.50 Telos - I was in at 20 C3ai - I was in at 95

As a final qualifying note, in addition to getting incredibly lucky at picking random stocks, I also work in the gaming and digital marketing spaces, and I believe that I am somewhat qualified to comment on the merits of an esports and influencer company such as EGLX.

Who the heck is Enthusiast Gaming?

Enthusiast Gaming is a giant network of websites, esports teams and streaming influencers in the gaming space. Actually, they proclaim to be the single largest esports platform in North America. As of yesterday, they have officially announced that all of their collective followings put them in the top 100 web companies operating in America. Note, the only downside here is that they are getting that number from a huge number of mid sized platforms, not one single super popular site like twitch or youtube.
>Source: https://www.enthusiastgaming.com/news/

Does anyone even watch video games?

Yes. They do and will continue to. Actually us North Americans are very late to the party. The League of Legends world championship is already as popular as the super bowl. These viewers are coming primarily from Asia.
>Facts: https://dotesports.com/league-of-legends/news/league-of-legends-vs-superbowl-viewer-numbers
Furthermore, the hyper focus on gaming as a cultural cornerstone is in fact coming to North America. I hope you don't actually need convincing on this point, but here is a fact for you:
Prior to COVID, studies were already showed that over 90% of all children in America were gaming in some capacity.
>Source: https://www.healthline.com/health-news/video-games-saints-or-psychopaths-082814#:~:text=More%20than%2090%20percent%20of%20American%20kids%20play%20video%20games,of%20Americans%20over%2050%20play.
Now for comparison, most of us now adults grew up while gaming became a thing. If you are a similar age to me, you know when we were growing up, it was like 20-40% of boys gamed, and maybe 1-5% of girls gamed. This dramatic cultural shift is staggering. Obviously, this trend has been solidified this year with COVID. These gamers will and are translating to not only playing, but also watching games. That's Amazon's Twitch platform is growing fast AF. Watching video games is big big big money.
>Twitch facts: https://www.businessinsider.com/twitch-viewership-grows-faster-than-previously-forecast-2020-9#:~:text=That's%20a%2026.2%25%20increase%20from,gaming%20streams%20are%20gaining%20popularity.&text=We%20forecast%20that%20the%20number,next%20year%2C%20to%2044.0%20million.

Who are their competitors?

Actually this is where I think it gets particularly interesting. As a huge gamer and esports believer, I have been looking to find esports investments, but having a real hard time finding pure esports plays. There aren't many companies out there to invest in that are strictly set to capitalize on esports. Frankly, most of the stocks I have found are seemingly doing dick all. I would encourage you to google esports companies. You will mostly find a bunch of garbo sounding companies that are somehow valued at $25m-$50m market cap, but their websites are broken and aren't even up-to-date. Really the only "esports" companies to invest in are the tech majors like Microsoft, Amazon, or Facebook, and the video game companies like Sony, Nintendo, ATVI, EA etc. Sure these are all great companies, but none of them are strictly focused on esports and none of them are new or cheap enough to turn into a ten bagger.
*** IF YOU ARE SKIMMING, THIS NEXT ARTICLE IS IMPORTANT**\*
Forbes recently released a report on the top 10 most valuable esports companies. Obviously, EGLX is on the list, or I wouldn't be mentioning it. But get this, EGLX is not only the ONLY publicly listed company that forbes identified, but they also have the highest revenue by a long shot.
>SORCERY: https://www.forbes.com/sites/christinasettimi/2020/12/05/the-most-valuable-esports-companies-2020/?sh=2e4769ae73d0
EGLX is honestly positioned as the supreme pure esports play in the world right now.

Who the hell is leading this little company?

Well my number one most important metric when assessing a little random undiscovered company is who is captaining the ship? The best way to tell if a small cap stock is a scam or the real deal is to see who is involved. In fact, the biggest reason I chose to invest in the above mentioned companies was because of who was leading them (PLTR = Theil, C3.ai = microsoft ties and the dude from oracle, Telos = a former US general)
Good news of course, EGLX has an A+ grade with leadership legitimacy.
Adrian Montgomery, the former CEO of the Aquilini Sports and Entertainment (AKA THE VANCOUVER CANUCKS) is running EGLX. These guys are the real deal and they aren't fuckin about in some scam company. If they can run the Canucks, they can run an esports team.

But how do they profit?

EGLX does not own games or huge streaming platforms like twitch. So you may be wondering how they actually make money? INFLUENCER MARKETING. That's how. They are generating money through ad placements and influencer marketing on their huge platform. (And remember, they are in the top 100 US online companies in terms of reach.)
Facebook and Google are already soaking up ungodly amounts of money through online advertising and taking over the world. But paid ad placements only go so far. I don't know of a good source off hand, but I am telling you subjectively that influencer marketing is one of the "next big things". Companies are paying people with major social followings to review and talk about their shit. This is a very very big industry. I truly believe influencers are going to overtake hollywood and MSM. You shall see... No sources here. Pure opinion.

Is it actually making money?

Shit loads actually. This year EGLX is talking about increasing their total revenue from $9m last year to $120m this year for like a 1100% annual revenue increase. Obviously, if their proforma numbers turn out to be bogus the stock will collapse. But, referring to the fact that the owners of the Canucks are running this company, I am hoping we are not all being lied to and frauded out of our money.
https://www.enthusiastgaming.com/financial-statements/

How do you know I will make the tendies though?

***IF YOU ARE SKIMMING, ALSO READ THIS PART**\*
EGLX is currently trading at a $450m CAD or about $300M USD market cap. That is absolute peanuts compared to any other hype stock in the memesphere. With $120m annual revenue, that puts them at about a 3x price to sales ratio, which really isn't that bad at all for even a boring a blue chip. For a growth stock, it is extremely low.
But if you dig into their investor presentation, they are actually claiming they will raise their Revenue Per User from $0.40 to $3 in the next 2 years, or a nearly 750% revenue increase, not accounting for growth in the size of their social reach. If you include reach growth, it could be nearly 10 times revenue growth. By that point, the current market cap would be a fraction of their annual sales.
This stock is absurdly undervalued if the promises being made by the leadership come true.
>Go look: https://www.enthusiastgaming.com/wp-content/uploads/2020/11/EG-Presentation-November-2020-Nov-27.pdf

Final Fun facts:

- They own the best Overwatch team.
- They own the Seattle Call of Duty team, which happens to be among the nerdiest cities in America.
- They claim to have the best Fortnite players, but idk that game is trash so I couldn't really say if it's true or not.
But wait there's more!
Saved the best info for last.
The stock tripled in the past month. Why?
Because EGLX is still only trading on the TSX and they have applied to list on the US stock exchange.
They have appointed KPMG as the auditor for the application, and having nice big reputable firm involved certainly increases the odds it will get approved. Furthermore, I actually emailed their investor relations folks and asked when they expect to hit the US markets. Surprisingly, they responded and told me they expect their application to be approved Q1 2021.
Once this puppy hits wallstreet, I see it breaking $1B USD in no time, which would be a 3x return. $3B-$5B doesn't seem unreasonable if the current market insanity persists through 2021.
We have the opportunity to get in on this company before those darned Americans pump it to the moon.
CANADIANS HAVE THE UPPER HAND IN THE STONK MARKET FOR THE FIRST TIME IN OUR DAMN LIVES. TAKE ADVANTAGE OF IT.
--
PS: Risks. Risks. I think it's almost certain that these guys will issue more shares to raise some capital. They are kinda acting like the want to pump their own stock with unnecessary positive announcements, and honestly, they are pretty low on cash. Think they only have $9m on hand or something small like that. Too lazy to look it up again. Just watch out for dilution. My bet is that they will do it after listing on the US exchanges and mooning. But honestly I am not too worried in the long run because they need the cash to compete in this space.
PSS: More risks. If the us exchange application gets denied it will be bad bad news for my TFSA.
submitted by Troflecopter to Baystreetbets [link] [comments]

I did some boring 20 page DD on $KSMT SPAC. Spoiler: I expect it to go up 70-100%

Disclaimer: This article my article. You are reading it first, as I didn't post it anywhere else.
Summary

Kismet Acquisition One (KSMT) to Combine with Nexters Global in $1.9Bn Deal

Not much information about this company, so I started writing my own research on the company. Here is the investor presentation:
https://nexters.com/images/inv_info/Nexters_Investor_Presentation.pdf
If want to understand the valuation of the company, the risk/reward, and the potential I need to answer the following questions:
  1. What is Nexters Global?
  2. SPAC is a safe bet?
  3. Comparison with its competitors?
  4. $1.9B is cheap or expensive?
Let's begin!

1. What is Nexters Global?

Nexters Global is a fast-growing mobile game development company with $450 million gross revenue* (2020), 85 million total game installs, 5.4 Million monthly active users, with 10x growth of revenue in the last 2 years. Already profitable with $110 million net profit in 2020.
The management has more than 10 years of experience in creating games. Located in Cyprus (Europe) with roots in Russia (a very strong IT region). They are well known for being in Game Development since early 2005 in the epicenter of the web, social and mobile game development.
https://preview.redd.it/juhbhhuwhmg61.png?width=640&format=png&auto=webp&s=529a0e927aa3bc3205430d97204d3d625f36fc8d
Since the launch, the company has proven that it can develop, publish and use marketing to scale its games. With 37% of its revenue coming from the US/Canada, 23% from Europe, 19% from Asia it is already an international company.
\In the investor presentation Nexters Global states 310 million net revenue, as at the* sec.gov reports it is more common (example) to use the gross revenue for gaming companies as their base metrics. That's why here and below I’m using gross revenue. Please see the spreadsheet below with a comparison to other companies.
Further plans are:

https://preview.redd.it/t9kdphd0img61.png?width=994&format=png&auto=webp&s=b70e92455e253033e99a91b17b0a1f85012e1e5b

2. SPAC is a safe bet?

There are so many SPACs, that we should be very selective on what we choose to buy. To do that we need to check if the business is real.
There are different kind of risky SPAC’s on the market:
We need to verify that Nexters Global is not on that list. Let’s have a look at the company:
The product? Web, Social, Mobile Games.
To check if their numbers are real simply open the game page in App Store and Google Play store.
Android Apps by NEXTERS GLOBAL LTD on Google Play
‎Nexters Global LTD Apps on the App Store
The top game has more than 50,000,000 installs with more than a million positive reviews and an average rating of 4.6. With other games/stores combined, it correlates with the company's stated 85 million installs.

https://preview.redd.it/jwh51gm2img61.png?width=735&format=png&auto=webp&s=428ec2dc85a4a6c1d51c67aa8fa1f7876edd3dab
I like that I can see the numbers myself, and also can "touch" the product and how it works. it increases my confidence in owning the stock.
Actually, I have been playing their top-grossing game Hero Wars for several months last year. And I loved it... loved it so much that I’ve spent around ~1000 dollars within 3 months. And I’ve seen players that spent much much more than me (higher ranked, had much more power and ranks). And there were so many players that they had to add new servers each week, or even daily.
The first impression is that I really like the product. I see how it works.
The revenue. It's huge.
In the SPAC world, there are companies that can’t make revenue but predict that their revenue will go up 10-20-50x times in 3-5 years. Usually, such companies are SCAM as they mislead investors with revenue that will never happen.
On another side, Nexters Global has already $450 million in revenue with a $110M profit. And the growth rate is +177% YoY. And even the slowdown in growth means the actual increase in revenue substantially, just by the magic of the compound growth.
I like the numbers very much here.
The addressable market
How big is the addressable market? The World’s 2.7 Billion Gamers Spent $175 Billion on Games in 2020; The Market Will Surpass $200 Billion by 2023. So Nexters Global is well-positioned in expanding market.

https://preview.redd.it/tf41au04img61.png?width=888&format=png&auto=webp&s=7547a1d3c2c8da43554a655d9b32bb4aaf4f2d97
Revenue geography shows that it is also diversified well. The company has proven that it can generate revenue all around the world, not just in its local market. That is very important in order to calculate the valuation of the company.

https://preview.redd.it/sxq08qg5img61.png?width=362&format=png&auto=webp&s=ed9b771d632268efb31d96d57c831d61d8caf12f
But how long Nexters can generate revenue?
Unlike the traditional PC gaming, where the peak of sales occurs after the launch of the game and then shrinks a lot, in the online mobile game market - games get updates each month/quarter to engage customers and make them stay in the game longer.
Games with great engagement + marketing resources can stay on top charts for many years.
You just reinvest part of your revenue into marketing to earn even more. It works for games with high revenue per player (ARPPU).
Nexters Presentation: $106 - Average net bookings per paying user(2) (Q4’20)

https://preview.redd.it/jsqcmby6img61.png?width=666&format=png&auto=webp&s=f96f6ef490ee2b16cf6ca01e8508df578bfdd302
Percentage of paying users increases. Average net booking increases.
With the 6% of paying users and $106 net payment - it is quite easy to calculate that you earn $6.36 from any user that downloads the app, so you can spend on advertisement a lot of money and you will earn even more.
When you have 277% revenue growth in 2019, 177% in 2020 it won’t just stop growing. Next year double-digit growth of revenue is highly probable.
From a statistical behavior the growth slowdown to zero is very unlikely. If we take examples of other super-hit games from Supercell (Clash of Clans) and Playrix (Gardenscapes).
Example: Playrix did continue to grow since 2016 explosive revenue withadding +41% YoY growth in 2018 +35% in 2019.

https://preview.redd.it/so9ijp08img61.png?width=667&format=png&auto=webp&s=6f6acbdf41374f89c045bb07c4b4e5f7dc235bf9
Another example: Supercell's revenue continued to grow at least 2 years after the revenue explosion before slowing down.

https://preview.redd.it/tjjuf159img61.png?width=855&format=png&auto=webp&s=01116616d83bbeeb34bbe98da012d22c3964f5d5
The growth
Great games could continue to grow. Nexters Global estimates their net revenue to reach $562 million dollars. That equals to ~$802 million gross revenue in 2023. And the company is valued at just 1.9B now. Re-think that.📷
This chart also shows that they project only +10.5% YoY growth in revenue in its current games after this year's gain. Which I think is too conservative considering the examples above. I understand that they’ve chosen the strategy not to mislead investors and should stay conservative, but I think they will easily beat their own estimates and 20-25% growth is much more realistic.
The good thing is that we can track their performance in terms of downloads and revenue in stores. We can stay ahead and know the data earlier than official numbers come out, which brings another level of transparency for investors.

Kismet Acquisition One Corp company

The company is led by CEO and Director Ivan Tavrin, the founder and Principal of investment firm Kismet Capital Group. Tavrin previously served as the CEO of PJSC MegaFon, Russia's second largest telecommunications operator, and before that, he founded UTH Russia, one of the largest independent media broadcasting groups in Russia.
Kismet Acquisition Two plans to target the internet and technology sectors operating in Europe, including Russia, as well as businesses established by founders with Russian origins.
Credit Suisse, BofA Securities and LionTree Advisors served as financial and capital markets advisors to Kismet Acquisition One Corp.
Advisors look good to me. The CEO's background and experience too. Additionally, he was one of the shareholders in the recently launched Russian IPO "OZON" marketplace. Which is now +120% up.
The only thing that sounds scary here is the word “Russia” everywhere. Is there an unwanted geopolitical risk? From the legal point of view, every entity is registered under British Law jurisdictions (Cyprus, BVI). So, basically, there shouldn't be any problems.
Well... they would better be in the US as many investors don’t like foreign companies. But there are great examples of super successful Supercell and Rovio that were NON-US too. And we know that the Russian Tech-sector is high qualified (Google Founder - Sergey Brin, Pavel Durov - Telegram, Vitalik Buterin - Etherium, and even Russian Hackers is a “meme”).
And as I said before their business looks crystal clear, anybody can check their metrics so they can’t fraud the data, unlike, for example, Luckin Coffee did in China. Therefore, this kind of risk is eliminated.

3. Comparison with its competitors?

Let's talk about numbers. I’ve tried to compare the game developer to its direct competitors. I've selected only companies with major mobile game-driven revenue.
Here is the full spreadsheet access: Nexters Global Comparison
I’ve marked the concerning metric with yellow and red, Good metric with green, Superb one with dark-green color.

https://preview.redd.it/tmsosbtaimg61.png?width=1079&format=png&auto=webp&s=2b50cd7a1a54115bb496849c43b3611094fc6309
Please take time to read the numbers and come back after.
Update! With the latest news that Electronic Arts buys GLU Mobile with +39% premium from the market - the sector is officially undervalued.
Thoughts on Nexters Global
I ended up with numbers: P/S = 4.19, P/E = 17.27. This valuation seems just right with current earnings and the sector, but not with the future growth. As there is a Hot trend in gaming and with outstanding YoY growth could be worth much much more.

4. $1.9B is cheap or expensive?

The current price of $KSMT (“GDEV”) is $10.15 which represents a $1.9B valuation. Before the deal is completed the price cannot be valued less than $10 due to SPAC rules. So there is simply no downside risk at this point..
But can it go up? What is fair valuation? Is there a risk of a selloff from shareholders? How rich the valuation can be in terms of P/E (Price to Sales ratio)?
First, let's find out the risk of insider selling:
Here is the sec report: https://www.sec.gov/Archives/edgadata/1814824/000121390021005589/ea134294ex99-1_kismet.htm
The Transaction is expected to deliver up to $150 million in cash to the Company’s balance sheet before advisor fees and/or redemptions by Kismet Acquisition One Corp. current shareholders, with proceeds expected to be used for general working capital purposes and potential acquisitions. Existing shareholders of Nexters will receive a cash payment of up to $150 million pro-rata to their pre-money shareholdings, and will roll approximately 92% of their holdings into the combined company while agreeing to a 12 month lock-up (subject to certain exceptions). In addition, the founders and the management will receive 20.0 million Earn-Out shares over 3 years (with 50% of the Earn-Out released at $13.50 VWAP and 50% released at $17.00 VWAP), also subject to a 12 month lock-up. The Transaction will be funded by approximately $250 million held in trust by Kismet Acquisition One Corp., subject to any redemptions, as well as the additional $50 million investment by the SPAC Sponsor, Kismet Capital Group, via an affiliate.
The investors will have a 12-month lock-up on selling + they get benefits on reaching the valuation 35% and 70% higher from the current price. This means that there will be no insider selling in the near term, which is very positive signal.
Acquisitions
Nexters Global plans to use proceeds in M&A (buying small game development studios with great projects that just don’t have enough cash, expertise, or right developer team) to benefit from its situation in order to launch great games worldwide.

https://preview.redd.it/xhypgzqfimg61.png?width=1000&format=png&auto=webp&s=642c03fecbb851984527c46774beb0ecc44eba0a
It is a common mistake to assume that great games can be run by small studios or individuals, as in 2020 you need at least a couple of million dollars spent on marketing to understand if the project is worth it, or not. Small developers can’t afford it. On the other side, Nexters can benefit from it really well.
If they are successful in that, we could see 10+ new titles in the future. That could diversify its game portfolio, making this company a safe bet for Hedge funds and other market players, driving future growth.
“Hero Wars 2” game announcement.
Hero Wars is the top-grossing game, which generates most of the revenue. With “Hero Wars 2” announcement the company can benefit a lot..
Usually, game sequels can do very well, as they are easier to promote, finding their “fan base” from the beginning. This could create a new source of income, work as a diversification, launch the new cycle of the revenue stream for many years ahead.
Partnership with Playrix founders
Here is another thing that I want to focus on:
Bukhman brothers acquired a 43% stake in Nexters in 2018
They are founders of “Playrix” - a private mobile game developer company, currently valued at $7B(valued in Q1 2020). Now more likely ~11B as their revenue increased 1.5 times during 2020.
Please read these articles in Bloomberg and Forbes first:
  1. https://www.bloomberg.com/news/articles/2020-09-29/billionaire-gaming-brothers-emerge-as-tencent-s-biggest-rival
  2. https://translate.google.com/translate?sl=ru&tl=en&u=https://www.forbes.ru/milliardery/410509-nash-rost-ne-svyazan-napryamuyu-s-lokdaunom-milliarder-igor-buhman-o-tom-chto
Summary from the articles:
Cashing out (selling out to Tencent or Activision Blizzard) is not interesting right now. We are growing every year. Game industry multiplicators of public companies were priced wrong . This year has changed it. And this trend will continue as top games can grow for many many years, reengaging users with updates.
Playrix is not interested in IPO's at this valuation. They want to wait until the market changes and start pricing gaming companies at different valuations, not the 4-5 year revenues, but maybe more like Tech companies are valued now (P/S 20-30 instead of 4-5)?
I can assume that Playrix founders are interested in the long-term success of Nexters Global SPAC-merger in order to change how markets price the gaming companies as they want to bring Playrix to an IPO in the future. They want to wait until the market starts pricing gaming companies at different valuations, not the 4-5 year revenues, but maybe more like Tech companies are valued now (P/S 20-30 instead of 4-5)?
So, for the Bukhman brothers who own 43% shares, Nexters Global is a long-term play company. They don’t want/need to cash out.
I also think that at some point, Tencent could just buy 20-30% of the company through the open market (buying shares). Why? Because it is common for Tencent to buy a stake in gaming companies that earn a lot of cash and priced at these valuations.

https://preview.redd.it/uphpbubcimg61.png?width=804&format=png&auto=webp&s=4f35889049fa9302786bf65d1b83f02a92d71eef

Summary

In my personal opinion, this is a great company with a bright future.
Valuation seems reasonable and there is a big upside if any of those happens:
At this exact moment, the fair valuation of the company will move to $3-4 billion dollar. (+100% upside).
At this right moment of the time as the price is near $10 there is literally no risk in a pre-merger state, as SPAC can’t go below $10 price by its concept.
Disclosure: At the moment of writing this article I do have a position in $KSMT, that is not more than 10% of my entire portfolio. I do not plan to sell at any nearest time in future. Stocks are risk assets and this is not investment advice.
submitted by khollekhokk to SPACs [link] [comments]

r/boardgames Town Hall (2/1/2021)

Welcome to the boardgames Town Hall. This is an opportunity for us to share some announcements and for our subscribers to discuss the subreddit, make suggestions, and ask the broader community questions.

More "Non-traditional" AMAs

Last year, people expressed interest in AMAs featuring alternative figures in the industry beyond just people immediately behind a recent or upcoming Kickstarter project. With that in mind, we focused on trying to bring on new faces and since then we've had on a much broader variety of people, from designers, to business owners, to manufacturing and fulfillment, and beyond.
This year, we're looking to continue that trend. You can still expect regular AMAs from designers and publishers, but we'd also love to hear ideas from you on who you'd like to see featured in future AMAs.

Helping Rebuild Gaming Groups

Back during the height of COVID, the sub ran threads to help players find online buddies for board games before eventually becoming the current weekly BGIF threads. As more and more people get vaccinated, we'd like to stockpile some ideas on how the sub can help reform or create new in-person groups.
To reiterate, we won't be implementing these now, but will be using these ideas as thought-pieces for the foreseeable future when in-person Meetups are safe again.

Reopening Applications for New Mods

A new year and an ever-growing sub comes a need for new mods. Prior moderation experience isn't required (though certainly helpful), just a love of board games and a desire to help the sub as it continues growing. If that sounds like you, fill out the application form here.
Additionally, boardgames have a few old bots that could use a little elbow grease. We're looking for someone with experience creating Reddit bots to help with tune-ups on the old bots and possibly creating new ones. If that sounds like you, please send us a modmail.

Applying Rule #2

Many of you may already know this, but as a reminder, /boardgames has a zero-tolerance policy for hate speech per Rule #2. Put bluntly, it’s a perma-bannable offense.
If you encounter a hateful comment or post, please use the report feature. It may take time for the content to be moderated, but rest assured it will be addressed. This goes without saying, but commenting something like, “Why is this still here?” rather than taking advantage of reddit’s report feature will not expedite the moderation process. Breaking civility guidelines yourself to insult the other person often hurts yourself more than the troll: two wrongs here don't make a right. We urge you not to “feed the trolls". Please downvote, report, and move on. Thank you to everyone that’s already doing this.

Thanks for Keeping Spam off the Sub

Special shout-out to all the users last year who actively reported spam and astroturfing. We had a deluge of such posts from who knows where, trying to cash in from the spiked interest in board games. If you took the time last year to help keep the sub clean, thank you!
Since comments easily get lost in the shuffle, the mods will be addressing and answering appropriate top-level topics and questions in a separate thread at the conclusion of the Town Hall. We can't promise we'll answer every single one, but we will read them all.
As always, stay safe out there!
submitted by bgg-uglywalrus to boardgames [link] [comments]

$CRSR Corsair DD

Corsair Gaming ($CRSR)
Redefining gaming, eSports, and streaming
Company Overview
Corsair Gaming is an American computer hardware and peripherals company founded in 1994 and headquartered in California.
They acquired Elgato Gaming in 2018 to expand to the streaming gear market, Origin PC and SCUF gaming in 2019 to expand into the custom-built PC systems and console controllers markets, respectively, and during 2020 they acquired Gamer Sensei and EpocCam, and partnered with Pipeline to grow into the gaming and streaming coaching market.
Corsair went public on September 23, 2020, with its IPO priced at $17, valuing the company at about $1.3B.
Understanding the Business
Value Proposition
Corsair provides specialized, high-performance gear for gamers and streamers. Their products are designed to provide speed and reliability for competitive gaming, high quality content for streamers, and powerful PC components that allows gamers to run modern games smoothly.
Revenue Streams
Currently, Corsair groups its product offering into two segments: gamer and creator peripherals and gaming components and systems.
Gamer and Creator Peripherals:
which represents around 25% of net revenue, includes gaming mice, keyboards, and headsets, streaming gear, and high performance console controllers.
Gaming Components Systems:
which represents around 75% of net revenue includes computer cases, power supply units (PSU), high performance memory products (40% of net revenue), and custom-built gaming systems.
Acquisitions and Partnerships:
During 3Q 2020 Corsair acquired Gamer Sensei, a gaming coaching platform, EpocCam, an app that allows iPhones to serve as a webcam, and partnered with Pipeline, a course-based education platform for streamers.
Industry
Market Size
According to Jon Peddie Research, the global gaming and streaming gear markets is expected to reach $40B by the end of 2020. Before the pandemic JPR estimated the market to grow at a modest 1.05% CAGR until 2022. However, during 2020 the market has grown an estimated 10% year-over-year.
Additionally, DFC Intelligence research estimated that the video-game coaching market surpasses $1B.
Industry Fundamentals
Growth in the gaming and streaming gear industries are driven by strong and robust fundamentals.
Popularity of gaming is increasing:
According to Newzoo, there are an estimated 2.7B gamers worldwide, which are expected to spend $159B on games in 2020 and is expected to grow at an 8.3% CAGR to exceed $200B by 2023. PC and console gaming represents 51% of the total market, and mobile gaming 49%. Corsair has stated that currently there is no interest in expanding to the mobile gaming market.
Tech-driven improvements in game quality:
Advances in computer power have enabled gaming platforms to provide increasingly immersive experiences. This in turn, places increased demand on high-performance computing hardware.
Increasing gaming and streaming engagement:
Some interesting facts reported in the Limelight Networks’ State of Online Gaming 2019 research report include:
The eSports and streaming flywheel
The rise in popularity and viewership of eSports brings more investment from publishers, sponsors, advertisers, team owners, and leagues to the eSports industry. Increased investment brings more players and increased performance focus of gamers who advance from less engaged gaming to high-performance gameplay, which in turn brings more viewers.
Competitive Landscape & Risks
Competition
The gaming and streaming market is characterized by intense competition, constant price pressure and rapid change. Competition across Corsair’s product offering includes:
Gaming keyboards and mice - Logitech and Razer
Headsets and related audio products -Logitech, Razer, and HyperX
Streaming gear - Logitech and AVerMedia
Performance controllers - Microsoft and Logitech
PSUs, cooling solutions, and computer cases - Cooler Master, NZXT, EVGA, Seasonic, and Thermaltake
High performance memory - G.Skill, HyperX, and Micron
Pre-built and custom-built gaming PCs - Alienware (Dell), Omen (HP), Asus, Razer, iBuypower and Cyberpower
Competitive Strategy
The company follows a differentiation leadership strategy by prioritizing high-performance and professional quality and charging a price premium on their products in exchange for superior quality, high value added features, and superior brand recognition.
Market Share
According to NPD Group, by 2020 Corsair had #1 market share position in the US in its gaming components and systems products with 42% of the market share from 26% in 2015. Their gamer and creator peripheral products are not yet market leaders, however, the company increased its market share in that segment from 5% in 2013 to 18% by 2020 in the US.
Growth Strategy
Move into the Asia Pacific region:
The Asia Pacific Region represents a long-term growth opportunity. According to Newzoo, they represent 54% of the global gaming community.
Complimentary acquisitions:
Corsair has carried out this strategy aggressively since 2018 with the acquisitions of Elgato Gaming, Origin PC, SCUF and Gamer Sensei. They plan to continue evaluating and pursuing new acquisitions that may strengthen their competitive position.
New Markets:
Uses of streaming gear has spread into areas including, podcasting, video blogging, interactive fitness, remote learning, and work-from-home, which represent a promising avenue for continued expansion in this product segment.
Threat of New Entrants
Because of the continued convergence between the computing devices and consumer electronics markets, increased competition from well-established consumer electronics companies is expected in the gaming and streaming peripherals segment (e.g. use of Audio-technica microphones by streamers).
Threat of Substitution
A significant medium- to long-term risk for Corsair’s business model is the evolution of cloud computing and augmented/virtual reality entertainment.
Cloud computing refers to a computing environment in which software is run on third-party servers and accessed by end users over the internet, requiring minimal processing power from the end-user’s system. Through cloud computing, gamers will be able to access and play sophisticated games without the need of expensive high-performance PC systems and components.
According to Grand View Research, the global cloud gaming market is expected to grow at a CAGR of 48% from 2020 to reach $7.2B by 2027.
Additionally, Corsair must be able to adapt its product offering to meet the needs of the evolving augmented/virtual reality industry.
Moats
There does not seem to be any relevant, structural moats, that may prohibit competitors from capturing Corsair’s market share across their product offering.
Other Relevant Risks
Due to the concentration of their production facilities in Taiwan and China, Corsair may be adversely by geopolitical tensions and trade disputes.
Financial Summary
Proforma Balance Sheet
https://postimg.cc/QHgY1ZxL
Income Statement
https://postimg.cc/qNkbGDzN
For the 9 months ended September 2020 compared to the same period last year:
The 49% increase in net revenue is mostly attributed to a large number of consumers gaming and working from home during the COVID-19 pandemic.
The company’s gross margin is influenced by its product mix for the period, gamer and creator peripherals have a higher gross margin (25-35%) than gaming components and systems (15-25%).
Proforma Cashflow Statement
https://postimg.cc/XXCzNyRY
Cash used in investing activities consists primarily on the acquisitions of Elgato in 2018, and SCUF and Origin PC in 2019.
Peer Comparison
https://postimg.cc/Whcfd1V6
Logitech International (LOGI) and Micron Technologies (MU)
Why am I posting this now?
I believe they are going to have very strong 4th quarter 2020 earning results. 2020 had record pc sales,and pc video games has reported record numbers of players. They are in my opinion the leading pc peripherals brand for gamers. They also have strong support from wallstreetbets.
Record pc sales:
https://www.businesstoday.in/technology/news/record-pc-sales-in-2020-as-covid-limits-work-education-to-homes/story/427858.html#:~:text=According%20to%20the%20latest%20data,units%20in%20Q4%20of%202020&text=COVID%2D19%20pandemic%20has%20turned,personal%20computer%20(PC)%20industry%20industry).
Google trends:
https://imgur.com/oKPn6R5
My price target for this earnings: $55
disclaimer:I am not a financial advisor. Do not trade based on the information I have posted.
credit: u/italiansomali and u/erythaean
submitted by erythaean to stocks [link] [comments]

NEW INFO - Funko Toys DD

Funko (FNKO)
Share Price (2/9/21) : $13.30
Share Price (09/16/19) : $27.86
Short Interest (1/26/21) : 14%
Next Earnings Release: March 2021
Updating a previous DD post on Funko Toys with additional data points from the earnings releases of two major toy companies (Mattel and Hasbro). Strong toy sales performance from both companies suggests that Funko sales should be solid when they report in March.

Here are some highlights on the two major toy companies below with additional detail on each company’s performance in the body of this post:
· Q1 2021 sales volumes continue strong in January; following a robust Q4 in 2020
· E-commerce is a major driver of toy sales during the holidays and in a “COVID World”
· The toy segment has recovered quickly from the industry challenges faced in early 2020
· Very strong sales growth in North America & Europe; slower growth in LatAM and Asia
· Mattel and Hasbro’s sales performance aligns well with other data points suggesting that the toy industry overall was strong during Q4 2020 and will continue to do well in 2021

SUMMARY FROM THE ORIGINAL FUNKO DD
Funko Inc. is an American company that manufactures licensed pop culture collectibles, best known for its licensed vinyl figurines and bobbleheads. They have over 1,000 licenses across music, video games, film, TV, sports and many other pop culture properties. Some of their most popular licensed brands include Marvel, Disney, Star Wars, Pokemon, Fortnite, NBA, NFL, MLB, DC Comics, and a variety of anime properties.
Several points below support the belief that Funko’s revenue grew during the 2020 holiday season and could continue well into 2021:
· Increasing search traffic for Funko products
· Direct sales growth is driving increased revenue and profitability
· Parents are buying more gifts for their kids due to COVID
· People have more disposable income from staying at home and not going out
· Expansion of new products and licensees continuing through 2021
· Collectible investments like Funko POP! figures are exploding in value and popularity
· Recent analyst commentary, valuation, and financials are positive

MATTEL - KEY INSIGHTS FROM THEIR Q4 2020 EARNINGS RELEASE (Feb 9th)
It was a “banner quarter” with Mattel's “best performance in years,” per the CEO.
· Total revenue up 10% during Q4 2020 (vs. Q4 2019)
> North America up 13%; International up 8%
> Achieved revenue growth in all four regions in constant currency
> Highest 4th quarter growth rate in 15 years
o EMEA up 12%
o Latin America up 3%
o Asia Pacific up 8%
· Gross margins were up 300 basis points to 51.4%
· Adjusted EBITDA was up 53% to $284 million
· “The fourth quarter and full year demonstrated the resilience of the toy industry and the priority that parents place on quality toys, trusted brands, and purposeful play” - Ynon Kreiz, Mattel Chairman & CEO
Segment sales accelerated in Q4 2020 (vs. the prior three quarters)
· Dolls:
> Up 13% in Q4 2020 (vs. up 11% in constant currency for full year 2020)
> Includes "Barbie" and "American Girl" brands
· Infant, Toddler, & Preschool:
> Up 7% in Q4 2020 (vs. down 8% in constant currency for full year 2020)
> Includes "Fisher-Price" and "Thomas & Friends" brands
· Vehicles:
> Up 12% in Q4 2020 (vs. up 3% in constant currency for full year 2020)
> Includes "Hot Wheels" brand
· Action figures, Building Sets, & Games:
> Up 9% in Q4 2020 (vs. up 2% in constant currency for full year 2020)
> Includes "Star Wars," "MEGA," and "Uno" brands
E-commerce maintained strong momentum during Q4 2020
· POS was up more than 40% (vs. Q4 2019)
· Represents more than 35% of global POS
HASBRO - KEY INSIGHTS FROM THEIR Q4 2020 EARNINGS RELEASE (Feb 8th)
Sales in 2021 are starting off strong; extending the longer than normal holiday season
· Strong consumer demand starting in Oct 2020 continuing through Jan 2021
· January 2021 POS sales are up nearly 30% vs. the same time the prior year
· “Weeks following Christmas have been incredibly strong. And in January, we are actually seeing an acceleration. I think as people get gift cards and as people who weren’t together for the holidays, and sends presents and other gifting, gift cards and other formats, we’re just seeing an immense amount of consumption of Hasbro brands and products, lots of strong launches coming as we move our way through the first quarter.” – Brian Goldner; Hasbro CEO
· Hasbro believes they can deliver mid single-digit revenue growth in 2021
> “This year, and we believe we’ll be in line with or ahead of the industry depending on where they land. But again, I’ve said around mid single-digits is in a good, robust year is where we should be able to deliver toys and games growth.” – Brian Goldner; Hasbro CEO
Net revenue increase of 4% during Q4 2020 (vs. Q4 2019)
· US and Canada segment revenues up 16%
· Hasbro gaming segment up 21%
· Franchise brands up 7%
· Gains in US and Canada offset by sales declines in LatAM and Asia
· Hasbro had strong performance during Q4 despite tough comparables to the prior year where they were drafting off of Frozen’s strong sales performance
E-commerce revenues were up 43% in 2020 (reaching $1 billion for the first time)
· E-commerce was approximately 30% of global revenues in 2020
· E-commerce POS up 19% during the Q4 2020
· “Pure-play and omni-channel retailers led this growth and omni-channel made significant strides to double their e-comm revenue for the year. Our teams work closely with retailers to expand their online offerings as many added click and collect to their capabilities during the year. With channel support and innovative tailored product, Hasbro also grew revenues with the fan channel last year.” – Brian Goldner; Hasbro
Hasbro continues to reduce its reliance on China in 2020 by diversifying manufacturing as a way to reduce supply shocks and potential tariffs in a China trade war
· “In addition to our global retail network, our global supply chain capabilities and our evolving geographic manufacturing supplier base were essential to meeting demand. Due to COVID and changing consumer behaviors, we had disruptions from production to logistics, but the team worked tirelessly to meet the demand and successfully execute the year. We added new e-comm capabilities and identified opportunities to further enhance these going forward. We continued to diversify our manufacturing, reducing our reliance on any one country, ending 2020 with approximately 55% of production in China.”
> For comparison, 70% of Funko’s goods were produced outside of China as of late 2019.
Latin America and Asia were down in 2020 given e-commerce is underdeveloped
· “As we discussed throughout the year, Latin America was challenging. The toy and game market declined. Retailers were closed. E-comm is underdeveloped. And we reduced our inventory at retail. This impacted 2020 revenue and margins and we are now better positioned to stabilize the business and drive profit improvement this year.” – Deb Thomas; Hasbro EVP & CFO
· “To better help you understand the components of cost of sales we included the 2020 breakdown in our earnings presentation today. The improvements were partially offset by additional markdowns in Latin America and Asia to reduce inventory levels at retail.” – Deb Thomas; Hasbro EVP & CFO
TL;DR:
After a tough summer, Funko sales have rocketed back in Q3 to near where they were pre-pandemic; setting up a potentially historic earnings for Q4 2020. Google search activity suggests that Funko is as popular as ever and is set up well for a strong year in 2021. People are spending less on “going out;” instead buying things to use at home and presents for their kids. As time passes, Funko’s status as a popular collectible only continues to gain momentum.
Their direct sales initiative allows Funko to capture additional margin by sidestepping traditional brick and mortar retail to reach their customers. Investments in collectible products like Pops! and sports cards continue to increase in popularity and price. And the company continues to release even more products beyond Pops!; including games and apparel. While some Wall Street Analysts have already begun to take notice, a strong Q4 earnings announcement can drive even more attention to the stock. Additionally, strong earnings releases from Mattel and Hasbro bode well for Funko when they release their Q4 2020 numbers in the coming weeks.
Positions: Long Shares & Calls
Disclosure: I am long FNKO. This is not investment advice. I reserve the right to buy or sell FNKO without updating this thread. Do your own research and share (or not share) with the community in this thread. Thank you to the others on Reddit that shared this idea earlier.
Feedback: If you have any additional information, ideas, or critiques please make sure to comment. It is great to get the perspective of others when making an investment.
Previous DD: Herman Miller, Funko
submitted by LavenderAutist to smallstreetbets [link] [comments]

My take on this pullback in the face of AMD's spectacular 2020 performance and 37% 2021 guide

There are likely multiple things going on; the market was down yesterday, there's that GME nonsense, the XLNX acquisition, etc, but if I was to hazard a guess as to the main reason why spectacular results led to this pullback, and not breaking $100, it would be that despite AMD's 2021 guide being up a dramatic 37% (recall that AMD's Long Term Financial Model merely predicts "~ 20% CAGR", and consensus was for 28%), the weighting among quarters in 2021 is fairly flat.
Q1, normally seasonally down, is now predicted to have revenue of $3.2B, +/- $0.1B. By the way, that is up a whopping 79% year over year, and only down 1% from Q4; Q1 has historically been down over 10% from Q4 due to seasonality. But the guide for 2021 full year is "up 37%". Since 2020 finished out at $9.76B (up 45% over 2019!), that puts the full year 2021 at $13.37B. But four times the Q1 (typically AMD's softest quarter) guide of $3.2B is $12.8B. So the growth over the four quarters of 2021 is only $0.57B, or about 4.5%. Given the spectacularly competitive products that AMD just launched, one would expect each successive quarter to be bigger than the one before, as more and more share gains were realized. The fairly flat guide in the face of such a dominating product lineup suggests that AMD is capacity constrained, either by ABF substrates, TSMC wafers, or both. And Lisa Su pretty much admitted so, at least for the first half of 2021:
Q: It is no secret that industry is supply constrained, both due to market growth as well as the pandemic. Could you characterize the magnitude of supply constraints AMD is facing, and could they be hindering growth? Most analysts thought that the big CAPEX increase from TSMC might have been due to Intel ordering supply – but as you look through this year, does the guidance for FY2021 incorporate increasing supply and assumption of better supply?
Lisa Su: As we look at the environment in 2020, it was strong. That led to a strong revenue ramp in our business, as well as the businesses of our peers. For AMD, the demand exceeded our planning, and as a result we did have supply constraints as we ended the year. This was mostly confined to our PC market offerings, particularly the low end of both PC and gaming. As it pertains to our manufacturing partners, we're getting great support from them, especially as the industry needs to increase capacity. But we have added capacity, with more coming online through 2021 into the second half. How we think about it all, with respect to our full year 2021 guidance, is that we have good visibility into both our supply side and the expected demand side, that's the reason we are confident in our guidance."
www.anandtech.com/show/16456/amd-reports-q4-2020-earnings-analyst-qa-transcript
In a capacity constrained environment, AMD will sell everything they can make (many companies would kill to be in that position), but their share gains against Intel and Nvidia will be more modest than if there were no such constraints. And that gives Intel additional time to get their act together. That's why I believe that AMD pulled back as much as it did, a trend that looks likely to continue into today, despite a spectacular 2020, and a great 2021.
submitted by Long_on_AMD to AMD_Stock [link] [comments]

An in-depth look at 18* unannounced PlayStation 5 exclusives | Including a new FROM SOFTWARE collab

After posting this in PS5, some people suggested that I should post it here too. So here it is.
Arrowhead Game Studios (Magicka, Gauntlet, Helldivers)
Testament
In 2016, Arrowhead started to work on their first ever AAA game - a project that would require not only the attention of the entire team, but also to grow the studio way beyond the 35 employees that worked on Arrowhead around that time. That's why in 2017 they moved into a bigger office where they could accommodate all of their staff - both old and new.
Then in 2018, Arrowhead's co-founder stated in an interview that they were making a third-person game this time around and, due to the change in perspective, moving the focus from local co-op to making it purely online co-op. Friendly fire is confirmed to be making a return.
In early 2019, some Arrowhead developers were spotted at GDC wearing jackets with a "Testament Dev Team" written in the back. While recapping 2019, it was stated on the Arrowhead website that they had made a "butt-ton of progress" on the game and that by the end of the year the studio had already grown to roughly 60 people.
Bend Studio (Siphon Filter, Days Gone)
Days Gone
Days Gone ends on a cliffhanger, but so did The Order 1886 and, well, we all know how that ended up - so let's delve a bit deeper into why Days Gone 2 will be a thing.
In 2019, a couple of weeks before the game's launch, a Sony PR guy said that Days Gone was seen as a "franchise" in Sony's eyes, stating that "the goal is always to make a game that people love and want more of". One month later, the game came out and delivered some surprisingly solid numbers not only at launch but also throughout the year, thanks to the good word-of-mouth it had amongst the community.
According to snort_cannon, the success of the game came as a surprise even to Sony, who was expecting Days Gone to be the disappointment and Death Stranding being the one doing crazy numbers.
Later that year, Bend Studio managing director Chris Reese kind of teased that a sequel was in the works when asked about it during an interview: "This is a world that we want to keep breathing more life into, and explore many, many different avenues. So who knows, we'll see!"
Bluepoint Games (Metal Gear Solid, Uncharted, Shadow of the Colossus, Demon's Souls)
Bloodborne Remastered
In May 2020, NeoGAF user Celine.D.Sykes - who previously discussed this project in February 2019 on the ResetEra forums - talked about the Bloodborne remaster in greater detail: "During my time on ResetEra, I only knew that From Software wanted Bloodborne to release on PC. Unfortunately, a PC port would need a lot of work […] and reworking Bloodborne's engine would take a great amount of work. The game logic is tied to framerate, among many other baffling decisions. The last time From Software tried to change the inner logic of an engine; it resulted in the infamous PC port of the first Dark Souls."
"Making a long story short, Sony said they were interested in a potential Bloodborne remaster for PS5, with a lot more work done, like some QoL added and some cut-content being introduced. Both From Software and Sony agreed to not just up the resolution and the framerate, but to make something great. FromSoftware has been authorized to release the game on PC, but only some months after the remaster hits PS5."
"Last time I heard about it, Bloodborne remaster would be part of PS5 line-up, but I don't quite believe it since I think the spotlight will be stolen by another similar title [Demon's Souls] that should be announced in June. I think they might save the Bloodborne remaster for some months after PS5 release, but I could be wrong about that particular point."
According to another report by a different source, the game is being developed by both QLOC - the studio behind 2018's Dark Souls: Remastered - and Bluepoint Games. Now that Demon's Souls is out and considering how far along Bloodborne Remastered has been reported to be, I wouldn't be surprised if it is currently planned to be revealed at The Game Awards.
Unannounced
On November 20th 2020, in response to a user who claimed that the rumored Bluepoint acquisition by Sony would be very boring as far as hype goes, KatharsisT said: "If you knew what Bluepoint is on at the moment, you wouldn't say that (Yeah, it's a hype post [and] you'll have to wait to know what it is)". Shortly after that, a mod stepped in to say that "KatharsisT has shown sufficient evidence to support this claim."
A couple of posts later, MarsipanRumpan - the guy behind the Bluepoint acquisition rumor - also backed the statements made by KatharsisT "I’m totally on your side. Talked with my source, I think we have the same info regarding their next remake. People who aren’t hyped for Bluepoint don’t know what their next project is as you said. Because that shit is [mindblowing]."
Regarding the rumors of a Metal Gear Solid remake, all I'm gonna say is: don't listen to what Moore's Law is Dead and other youtubers are saying, it is all bullshit; but at the same time don't lose faith, as chances of Bluepoint's next remake being MGS are high, considering how it seems they're working on a bigger and more prestigious title than Demon's Souls and also the good relationship Sony currently has with Konami.
From Software (Dark Souls, Bloodborne, Deráciné)
Unannounced
A couple of weeks ago, MarsipanRumpan - the guy who recently reported about Bluepoint's acquisition on ResetEra - said that he has heard that Sony is in talks with From Software regarding the making of a new PS5 exclusive directed by Hidetaka Miyazaki. This would be the third game From has currently in their pipeline, with Elden Ring and a new Armored Core being the other two.
MarsipanRumpan also clarified that it will be a while before we see this new game in motion anyway.
Guerrilla Games (Killzone, Horizon)
Unannounced
In February 2018, Simon Larouche - former multiplayer designer on Killzone 2, R6 Patriots and Splinter Cell: Blacklist, as well as game director on R6 Siege - joins Guerrilla as game director, starting to work on an unannounced project completely unrelated to the Horizon sequel (now known as Forbidden West), which was also in development at the time. Then in July, Hermen Hulst announced plans for Guerrilla to move into a new, bigger office where they could expand their staff count from 250 to 400 people, allowing them to make games faster and release a new title every two to three years.
In October 2018, Chris Lee - former multiplayer designer on several SOCOM titles at Slant Six Games and on Ubisoft's R6 Siege - joins Guerrilla as principal game designer on Larouche's project. Apart from the fact that Lee's hiring makes it pretty clear that Guerrilla's second team is working on a shooter game of some sorts, it's worth pointing out that Lee lists "cooperative and competitive multiplayer, open world systemic gameplay and online social experiences" as his current interests on his LinkedIn profile - with the open world bit being especially interesting as it was also mentioned in certain job listings for the project in 2019.
In August 2020, Guerrilla finally moved to their new office, which means the studio is now ready to begin large-scale recruiting on its second project once they see it fit - although I don't expect to hear about this project until after the release of Forbidden West in the second half of 2021.
Insomniac Games (Resistance, Ratchet & Clank, Marvel's Spider-Man)
Marvel's Spider-Man 2
The recently released Marvel's Spider-Man Miles Morales entered development in May 2018 under the direction of Brian Horton, while Bryan Intihar was finishing up his work on the original Marvel's Spider-Man, which came out in September of that year. So right after wrapping up the first game and with Miles Morales in the hands of a separate team, Intihar started preparing the next main entry in the series as teased in January 2019 when he posted on Twitter "Few things are more nerve-wracking than sharing your first story draft to others."
Japan Studio (Gravity Rush, The Last Guardian, Astro)
RaySpace
Sometime in spring 2014, a couple of weeks before E3, Reddit user Ruin4r leaked a number of titles in development exclusively for PS4, including a new God of War, The Last Guardian, a The Last Of Us sequel, Dead Don't Ride (later confirmed to be Days Gone's codename) and an "unnamed space game" - which by the way wasn't Santa Monica Studio's cancelled new IP for PS4, as that project was axed earlier that year.
A year later, Shuhei Yoshida stated in an interview at E3 2015 that "Japan Studio is now producing a really great project that I'm really excited about" - which also wasn't Gravity Rush 2, as that title was referenced as a different project later in the interview.
In April 2016, Ruin4r said that all the games previously teased by him were still in development and clarified that many of them - God of War, TLOU2, Days Gone and the "unnamed space game" - were in early stages when he first talked about them.
Then on June 6th 2016, during a livestream in celebration of Famitsu's 30th Anniversary, SIE's Yasuhiro Kitao teased a a new title to Famitsu's editor-in-chief Katsuhio Hayashi by letting him read some text from his tablet, as Kitao didn't have any images to show. Hayashi was blown away by whatever thing he read and stated that "this will definitely be worth waiting for."
In December 2017, SIE trademarked "RaySpace" in Canada - which most probably was the final title for the "unnamed space game" mentioned by Ruin4r. That same month, Japan Studio's award-winning creative director Tsutomu Kouno stated in an interview "I have not been able to announce a new title in a long time, but in 2018, I would like to announce what I am preparing". Japan Studio producer Teruyuki Toriyama - who has been teasing this project since 2015, describing it in multiple occasions as an "ambitious title" - also promised an announcement in 2018.
Sometime in 2018, an interview to a Japan Studio employee was posted on the SIE website; in it there was an image that contained shots of two upcoming games in the background: the Demon's Souls remake (top right corner) and some sort of sci-fi first-person game.
But 2018 went by without any sort of reveal regarding this project and in December, Toriyama once again teased an announcement for the coming year "In 2019, we are preparing for the debut of unannounced title(s) currently in production". It is worth noting that Japan Studio didn't reveal any new games in 2019.
I doubt that RaySpace was cancelled, as you don't pull the plug on a project that has been in the works for four or five years and was so close to being revealed. So what I believe is that they decided to move it to PlayStation 5 - just like they did with other projects such as Sackboy: A Big Adventure or Horizon: Forbidden West - and maybe even bring it back to the drawing table a little - which would explain why we haven't seen it this year during the PS5 reveal events.
Silent Hill
In 2018, Konami reached out to various developers to pitch ideas for two Silent Hill games: one a soft-reboot of the franchise; the other an episodic Telltale/Until Dawn-style game to go alongside the reboot. In fact, one of the studios contacted by Konami was Supermassive Games, creators of Until Dawn, although they ultimately didn't get the job.
Japan Studio's creative director Keiichiro Toyama, who had been wanting to work on a new horror game for quite some time, was developing a new entry in the Siren franchise at the time. Sony, who weren't fully keen on the idea of investing on a niche series such as Siren, decided to pull the plug on the project as they started negotiating a deal with Konami for getting Japan Studio to work on the Silent Hill soft-reboot - a prestige project for the PS5 lineup based on a globally renowned IP, something that would allow Toyama to have a bigger budget and more resources at his disposal.
Eventually the deal would get finalized, putting Sony Interactive Entertainment in charge of developing, funding and publishing the title in exchange for keeping the exclusive and most of the revenue, with Konami being indirectly involved by outsourcing the IP against an 8% of the revenue. And that way, the game entered development in early 2019, salvaging as much from the technological work done for the Siren game as possible.
At some point in 2019, an interview to a Japan Studio employee posted on the SIE website showed a developer working on a handgun model - something that, if we consider the other projects Japan Studio has in the pipeline, would only align with Silent Hill.
On January 21st 2020, Rely on Horror reported that they've heard from a source of their own that a new Silent Hill game was in development. A day later, movie industry insider Emre Kaya posted on Twitter that he has learned that Sony is working on a new horror game for PS5.
On March 12th 2020, Rely on Horror stated that Silent Hill composer Akira Yamaoka and creature designer Masahiro Ito are returning alongside the series creator Keiichiro Toyama to helm a soft-reboot of the franchise developed by Japan Studio, just called Silent Hill. Both of their sources mentioned Sony as the driving force behind bringing the series back. That same day, Emre Kaya said on Twitter that this was the Sony horror game that he talked about back in January.
In April 2020, ResetEra user KatharsisT backed Rely on Horror's information regarding the Silent Hill soft-reboot and confirmed a third-person perspective and that the game was playable already. She also said that it is planned to be announced before PS5's launch, with a release in spring 2021 - although these reveal and release windows were from before COVID started to fuck up their schedule. Shortly after, a mod stepped into the discussion to state that they've verified her information on the subject.
In May 2020, Reddit user snort_cannon, who had already discussed the game months ago, said that "the game was planned on being shown off this summer. Unless something bad happens, it should happen. The plan at first was just to do a CG trailer to announce that the game exists, but I personally think at this point [they] might delay the reveal and add some gameplay footage as well". When asked about his sources, he answered "Same source that told me about the Sony deal, albeit last update came in early February and COVID didn’t rampage as hard as it’s going now."
On August 3rd 2020, ResetEra user Navtra, who leaked a list of games that went on to be present on both PS5 events days in advance to June's The Future of Gaming, commented on the Silent Hill rumors "I can only confirm one thing: it was never on the table for June's event. FFXVI and Marvel's Avengers Spider-Man character announcement were among other things that were supposed to be there and were moved last minute. Silent Hill never was". If we look at both KatharsisT and snort_cannon's comments in regards to the reveal window for the game after having learned this, it becomes clear that the reveal was initially planned for the second PS5 event, that being September's PS5 Showcase - an event that the game missed because of delays in production related to the COVID pandemic.
On October 31st 2020, KatharsisT stated that something had just made her expect a reveal at The Game Awards. A couple of days later, Rely on Horror reported that recent rumors of a Silent Hill announcement at The Game Awards line up with some information they received a while back but choose not to report on.
On November 21st 2020, KatharsisT once again teased a Silent Hill reveal at The Game Awards "You'll celebrate it before the end of the year if everything goes as planned" while also stating that she thinks the game is still planned for 2021.
London Studio (The Getaway, PlayStation VR Worlds, Blood & Truth)
Horizon VR
On October 2019, VR consultant Callum Hurley posted on Twitter that he had learned about an "exciting new PlayStation VR game coming out of London Studio" through someone who had just playtested the title. He also vaguely implied it was a Horizon VR game and, when news outlets started to report on his tweets, he apologized to the development team as he didn't expect such coverage.
Same as the unannounced VR titles from Supermassive Games, I do expect this Horizon VR game to be a cross-gen release sometime next year.
MediaVision (Wild Arms, Digimon Story: Cyber Sleuth, Valkyria Chronicles 4)
Wild Arms
In July 2018, we've learned thanks to a job listing that MediaVision was working on a new PlayStation 4 RPG. It is worth noting that a year earlier Sony stated that, even though their investments have been mainly focused on titles aimed to a global audience do to the soaring in development costs, the success of recent titles such as Persona 5 or Nier Automata amongst overseas audiences has made them consider a return to first-party JRPG development.
Then in June 2019, DasVergeben posted on Reddit "Something I have heard for a while now is that a new Wild Arms game is in development but it has been over a year long journey getting that verified. I still struggle to get definite enough confirmation but I think it might have been because I heard about it too early". In a separate post, Vergeben added "I don't know much other than that it apparently is in development by Media Vision for PS4. I haven't been told anything specific yet at least. I do wonder if Sony might try and shift over to push it as a PS5 launch game or something if they don't reveal it this year [...] but that's simply speculation on my behalf."
At this point I expect the game to be a cross-gen release, as it wouldn't make sense to leave the PS4 users behind with a title that surely won't be a technological showcase unlike native PS5 games such as Ratchet & Clank: Rift Apart.
Naughty Dog (Uncharted, The Last Of Us)
The Last Of Us: Factions
On September 26th 2019, Naughty Dog posted a statement on Twitter in which they basically announced that the multiplayer mode they had planned for The Last Of Us: Part II had grown beyond an additional mode that could be included alongside the game's enormous singleplayer campaign, so they decided to turn it into a standalone game in order to not compromise on the ambitions of the studio's multiplayer team.
Then in April 2020, a short gameplay clip from a March 2018 build of the multiplayer leaked online as part of a bigger leak that revealed tons of story spoilers and cutscenes from The Last Of Us: Part II. Assuming that this TLOU multiplayer game is planned for a release on both PS4 and PS5 sometime next year, we would be in front of a title with over four years of overall dev time - meaning that the project might be greater in scope than what most of us are expecting it to be.
Unannounced
On October 10th 2018, movie industry insider Daniel Ritchman reported that Naughty Dog was in the process of casting an actor to play the lead role on an upcoming game. According to the casting description, the studio was looking for a "Black/African American male, 40s to 60s, short to medium length hair, with a body type similar to those in the images below, strong but not chiseled". But since this doesn't tell us much about the game, apart from hinting at it being a new IP, let's go a little back in time in search of more potential details.
During the The Last Of Us: Part II panel at PSX 2017, Neil Druckmann stated that Naughty Dog will "forever continue to make singleplayer, linear, narrative-based games". He also mentioned during an interview from February 2018 that the studio was totally open to make a first-person game in the future - and, since they seem to be making a new IP, this new project might be the perfect time for them to try a different camera angle in their games.
New San Diego Studio
Unannounced
In April 2018, David Hall - former Double Helix/Amazon Game Studios - joins an unnamed SIE studio in San Diego as game director on an unannounced title. Since then, rumors about a new Sony first-party studio have been circulating due to a job listing - also from April - in which it was stated that "PlayStation is building a new game development team in partnership with the Visual Arts Service Group" to work on a "high visibility project" described as a third-person action/adventure game "developed in collaboration with a major Sony studio."
A month later, Quentin Cobb - former singleplayemultiplayer designer at Naughty Dog on the Uncharted series and The Last Of Us - also joins this new studio in San Diego and in December a new job listing mentions that the team was looking for a lead character artist to work on "the next chapter of cinematic storytelling."
In January 2019, James Martinchek - former cutscene/gameplay animator on The Last Of Us, Uncharted 4 and Red Dead Redemption 2 - joins the studio as a lead gameplay animator. Also in January, Cobb was asked on Twitter why he couldn't even reveal what studio he was working for, to what he replied that "it is difficult to explain why" - further reinforcing the theory that Sony has assembled a secret studio in the San Diego area.
Then in November 2019, Sony announced their plans to set up a support studio in Malaysia and, just a couple of weeks ago, a job listing from SIE Malaysia unveils that they're currently working on "one of PlayStation's [most] well-known and well-loved franchises" for which they are looking for "talented, highly-motivated and creative animators to breathe life into the next chapter of cinematic storytelling."
In November 2020, both Quentin Cobb and John Bautista left the studio and the internet started to speculate that Sony had shut down the studio and cancelled the project, something that Bautista denied by stating that "the studio is still there and the project is still ongoing."
Santa Monica Studio (God of War)
Unannounced
On April 12th 2018, Cory Barlog spoke during an interview about his desire to work on a new IP "I really would love to create something of my own next. Something that really, really is truly 100% coming from my original vision. That would be awesome, but we have to see if I can convince Sony on that one". Over half a year later, in November, film director Duncan Jones - who had just met with Cory looking for his opinion regarding a certain script - said on Twitter that "If you think that God of War is [Cory’s] magnum opus, just you wait!"
Since then, little we've learned about the development of this project, other than the recent news that Alanah Pearce has joined Santa Monica Studio as a junior writer on, apparently, Cory's game. And I say that mainly because, while members of the team behind the next God of War were able to publicly announce their involvement in the making of said title on social media, Alanah is not allowed to reveal what she is working on over at SMS - that being due to the fact that, unlike the upcoming GOW game, Cory Barlog's new project hasn't been revealed yet.
Sucker Punch Productions (inFAMOUS, Ghost of Tsushima)
¿Ghost 2?
Look, I haven't played Ghost of Tsushima yet, so I don't know how it ends or if it sets up a sequel or not - but a few weeks ago a job listing from Sucker Punch mentioned that the studio "is looking for a narrative writer for our upcoming projects" and that the ideal candidate would "have previous success as a game writer, outstanding dialogue skills and an excellent understanding of how to tell impactful, character-driven stories within a AAA open-world game" and also "knowledge of feudal Japanese history". That last bit kind of screams some sort of GOT sequel to me.
Supermassive Games (Until Dawn, Hidden Agenda, The Inpatient)
Unannounced Titles
In November 2018, Supermassive Games managing director Pete Samuels confirmed that the studio was "working on several unannounced PlayStation exclusives" and stated that their relationship with Sony "is still excellent", even though they choose another publisher for The Dark Pictures Anthology as they wanted to reach the widest possible audience.
What that might mean is that they wanna go the multiplatform route with their biggest titles - that being The Dark Pictures Anthology, their response to the requests of an Until Dawn sequel - while keeping the most experimental and smaller stuff exclusive to Google or Sony - meaning that these unannounced titles would probably be cross-gen PSVR games, as Jim Ryan stated that they will not be releasing VR titles exclusively for PS5 until the new headset comes out in a couple of years.
Wild Sheep Studio
WiLD
During Sony's GamesCom conference in 2014, Michel Ancel took the stage to introduce WiLD, a new PS4 exclusive developed by his recently formed indie studio. It was described as a title with an open-world "potentially as big as Europe", day and night cycles, dynamic weather and seasons, as well as a seamless online system, in which you could play not only as a human but also as any living creature. Ancel also stated that for the past year, the studio had been working very hard on the proprietary technology and tools they would be using in order to create this very specific type of game that was WiLD.
A year later, this time at Sony's Paris Games Week conference, Ancel showed a super early gameplay demo of WiLD. This was the last time we saw WiLD in action, as the information drops regarding this title started to slow down over the years - with most updates consisting of Sony denying cancellation rumors, trademark renewals or off-screen pictures of the game posted on Michel Ancel's Instagram.
The most notable piece of news from this period however, was an interview with WiLD producer Mitsuo Hirakawa from November 2017. During said interview, he stated "We are not going to rush [Michel Ancel] to make something that he doesn't want to compromise on." and then he followed "Even experienced developers make mistakes. We have to make mistakes to find the right choices for the design of the game and we want to provide [Wild Sheep Studio] with all the support necessary, so that's why things sometimes do take a lot longer than we expect but we feel that WiLD deserves the extra time and quality before it comes to public."
A creative that doesn't want to compromise on his vision? Mistakes that lead into things taking longer than expected? Call me crazy, but I think those statements are pointing directly to some heavy project mismanagement on Ancel's part, as we've seen reports of similar things happening during the development of Beyond: Good & Evil 2.
According to snort_cannon "[BG&E2] has been a mess behind the scenes for a pretty long time. To give you a rough idea of how bad it's going, the game was supposedly gonna come out next year [in 2021], but it's not even 50% done. I wouldn't be shocked, if we get an investigation article on its development troubles, soon". Which did in fact happened, as, a couple of months ago, national newspaper Libération published an article on BG&E2's troubled development "Ganesha City, which [he] asked us to do with a completely stupid level of detail, we only just finished it three years later, and we've had to redo it four or five times. Knowing that we have to do several planets, you can imagine the absurdity of this kind of reasoning." "When [Ancel] was spoking to the press, we were taking notes because [...] it could concern points on which we would have been stuck on for months, waiting for directions."
Moving onto something else, in July 2018, both Michel Ancel and Wild Sheep's CEO and art director Celine Tellier visited Guerrilla Games. This is interesting, because considering that WiLD went through some serious development hell difficulties, it is not farfetched to think that one of the solutions proposed by Sony to one of the several the problems the game was facing at the time was to drop the in-house engine that Wild Sheep was using up to that point and move the game over to DECIMA - the Guerrilla Games engine that has powered PS4 titles such as Killzone: Shadow Fall and Horizon: Zero Dawn but also Until Dawn and Death Stranding. Such a change could come in handy, especially when we take into account that, just like Horizon and Death Stranding, WiLD is an open-world title that takes place in natural environments.
On September 18th 2020, Michel Ancel announced his departure from the games industry and regarding Beyond: Good & Evil 2 and WiLD he stated that "since many months now the teams are autonomous and the projects are going super well. Beautiful things to be seen soon". Hopefully we get to see something next year.
submitted by FLACO1942 to GamingLeaksAndRumours [link] [comments]

online gaming industry report video

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