Tag Archives: Acquires

Nintendo acquires animation studio that’ll become ‘Nintendo Pictures’

Nintendo has acquired CG production company Dynamo Pictures, and will rename it to “Nintendo Pictures,” the company has announced. The new subsidiary will “focus on development of visual content utilizing Nintendo IP” and the “planning and production of visual content including CG animation.” The company’s IMDB page lists credits on dozens of titles, including motion capture work on Death Stranding and Persona 5, and post-production work on Metroid: Other M.

The acquisition comes as Nintendo is gearing up for the most significant cinematic release in years; an animated movie based on the Super Mario Bros. franchise starring Chris Pratt. The film is currently scheduled to release in spring next year, almost thirty years after the last major cinematic adaptation: 1993’s live action Super Mario Bros. starring Bob Hoskins and John Leguizamo. A live action adaptation of Detective Pikachu based on the Pokémon franchise was released in 2019.

The acquisition comes amidst a flurry of interest in turning video games into movies and TV shows. A second animated film based on the Sonic the Hedgehog franchise was released earlier this year, and a TV show based on Naughty Dog’s The Last of Us is currently in production for HBO. Sony, which also recently put out a film based on its Uncharted games, indicated that it wants to continue expanding its PlayStation IP outside of video games at a recent investor day.

Nintendo’s notice to shareholders says it’s acquiring 100 percent of the outstanding shares of Dynamo Pictures, which will become a wholly owned subsidiary of the video game company. It expects the acquisition to close on October 3rd, 2022.

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Chinese spacecraft acquires images of entire planet of Mars

BEIJING, June 29 (Reuters) – An uncrewed Chinese spacecraft has acquired imagery data covering all of Mars, including visuals of its south pole, after circling the planet more than 1,300 times since early last year, state media reported on Wednesday.

China’s Tianwen-1 successfully reached the Red Planet in February 2021 on the country’s inaugural mission there. A robotic rover has since been deployed on the surface as an orbiter surveyed the planet from space.

Among the images taken from space were China’s first photographs of the Martian south pole, where almost all of the planet’s water resources are locked.

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In 2018, an orbiting probe operated by the European Space Agency had discovered water under the ice of the planet’s south pole. read more

Locating subsurface water is key to determining the planet’s potential for life, as well as providing a permanent resource for any human exploration there.

Other Tianwen-1 images include photographs of the 4,000-kilometre (2,485-mile) long canyon Valles Marineris, and impact craters of highlands in the north of Mars known as Arabia Terra.

Tianwen-1 also sent back high-resolution imagery of the edge of the vast Maunder crater, as well as a top-down view of the 18,000-metre (59,055-foot) Ascraeus Mons, a large shield volcano first detected by NASA’s Mariner 9 spacecraft more than five decades ago.

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Reporting by Ryan Woo. Editing by Gerry Doyle

Our Standards: The Thomson Reuters Trust Principles.

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Blizzard acquires Spellbreak studio Proletariat to bolster World of Warcraft

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Blizzard Entertainment has acquired Spellbreak maker Proletariat to beef up the staff on its massively multiplayer online role-playing game World of Warcraft.

Under the deal, Boston-based Proletariat will become part of Blizzard, and its team of 100 people will begin working on World of Warcraft, including the Dragonflight expansion coming later this year. Spellbreak, a battle royale game where wizards and witches cast spells at each other, will be sunset. (The company announced this news yesterday.)

The move is the biggest acquisition that Blizzard has made — at least for the past decade — to expand its studios. In this case, the mission is to beef up the staffing for World of Warcraft so that it can hit quality and timing goals for expansions. Terms of this transaction were not disclosed.

Activision Blizzard, the parent company of Blizzard, also folded Vicarious Visions, a longtime Activision studio, into Blizzard to work on the Diablo franchise in January 2021. But Blizzard hasn’t been particularly acquisitive, as one of the few we can remember was the acquisition of Swinging Ape in 2005. Rather, Blizzard itself got tossed around quite a bit in its early days before landing with Activision Blizzard back in 2008. Proletariat has been working with Blizzard since May.

World of Warcraft Dragonflight is coming this year.

“We are putting players at the forefront of everything we do, and we are working hard to both meet and
exceed their expectations,” said Mike Ybarra, president of Blizzard Entertainment, in a statement. “A big part of caring for our teams is making sure we have the resources to produce experiences our communities will love while giving our teams space to explore even more creative opportunities within their projects. Proletariat is a perfect fit for supporting Blizzard’s mission in bringing high-quality content to our players more often.”

It’s an awkward time for Blizzard to do this, as its parent Activision Blizzard is in the process of being acquired by Microsoft for $68.5 billion. And Blizzard Entertainment has been the primary division under investigation by the California Department of Fair Employment and Housing in a big sexual harassment and discrimination lawsuit against Activision Blizzard.

Dealing with past challenges

World of Warcraft Dragonflight has reinforcements.

John Hight, general manager of World of Warcraft at Blizzard, said in an interview with GamesBeat it was challenging to support Shadowlands last year, and he acknowledged that sizable gaps occurred between WoW content updates. Fans always wanted more, and while the team has continued to increase in size, it has been hard hiring.

I asked Seth Sivak, CEO of Proletariat, if the company hesitated on the deal because of Blizzard’s weakening reputation, which has taken hits in recent years. I mentioned the sexual discrimination investigation, the criticism of the Shadowlands expansion, the departure of numerous well-known developers, and other loss of talent.

“We had a very kind of open and transparent conversation about this,” Sivak said. “And I think the Blizzard team recognized some of the challenges they’ve had. In some of the earliest conversations, we discussed just how they were looking at continuing to improve the culture and continuing to make a great place for developers to work.”

He added, “That was encouraging. Obviously, there is a lot of work to be done to continue to make an awesome place for developers to work. But we were pretty happy and satisfied with the direction that teams are going.”

Hight said it was “devastating” for him to go through the turmoil in the past year and to hear the things that happened. But he noted the company is changing its culture and that’s “not a one and done.”

He said, “You have to change your culture. You have to make sure that it’s now more inclusive in our workplace. You have to make sure that the people who make WoW and the people who play WoW are well supported.”

As for the Microsoft deal, Sivak said he didn’t know what change would come as a result but he is excited about the direction the company is going. Asked if the company would work on new games, Sivak said the focus for now is helping to build WoW. Hight said the goal was to get access not only to the talented team but a senior leadership team with a lot of experience.

How the deal came together

Seth Sivak is CEO of Proletariat.

“As you probably are aware, folks in World of Warcraft have a voracious appetite for content,” said Hight. ” And what we’ve seen over the last year is that we need to increase the amount of content that we can create, and the frequency with which we’re putting it in the hands of our players.”

Toward the end of last year, the company started looking for other opportunities besides hiring more people at its internal studio. It searched for external partners and Proletariat was on the short list as it was a well-known game studio.

“My first conversation with Seth was back in December,” Hight said. “I was really impressed with him. And then the team felt like he had a lot of shared values and had a lot of knowledge of World of Warcraft. The team had the ability to do stylized art, which we do, and work within medieval fantasy, which we love. And they had a lot of fans. So from their our discussions ensued.”

Sivak said the company was also looking for what to do next. He said the team saw the opportunity to evolve as a studio and work on World of Warcraft would fulfill the mission of delivering great multiplayer games. They started talking more seriously in the past couple of months.

“The opportunity to expand the world of Azeroth for the players got us really excited,” Sivak said.

Hight said the consolidation in the industry is giving Blizzard some exciting opportunities, as it now has studios working on WoW on both coasts, with the potential to tap into new sources of talent. Of course, the pandemic has made it harder to hire people in some respects, and Proletariat isn’t yet working at the office in Boston. Blizzard itself has options including working in the office sometimes.

Hight noted that the company has shipped multiple expansions with a remote workforce, and the company has options for a hybrid environment.

“That’s one of the things that made this decision easy for us to start working with Proletariat, as they have a large remote work force,” Hight said.

Sivak said, “As we looked at where what the next chapter was going to be for Proletariat, this opportunity just meant that we could accelerate what we wanted to do. Being able to work for the World of Warcraft audiences is really awesome. And the level of ambition on where I think both teams want to take World of Warcraft is incredibly exciting for us.”

Hight said some of Proletariat’s work will appear in the Dragonflight expansion. And Proletariat will be adding to its staff in Boston.

John Hight is general manager of World of Warcraft at Blizzard.

Proletariat was founded in 2012 by industry veterans from Insomniac, Harmonix, and Turbine. The team has experience building MMORPGs and includes, among others, former lead designers of Asheron’s Call, Lord of the Rings Online, and Dungeons & Dragons Online. At Proletariat, the team has operated live games for nearly a decade, having most recently released the cross-platform action-spellcasting battle royale game, Spellbreak, in the fall of 2020.

But Sivak acknowledged that the game, while it got good reviews, never reached “escape velocity” in terms of scaling up the number of users to justify its ongoing existence. The company had done relatively few updates recently for the game.

“Spellbreak was a critical success, and we felt like we really delivered something fresh in the battle royale genre,” Sivak said. “There is a lot of competition in that area, where you are competing with some of the biggest games in the world. We just couldn’t get the escape velocity necessary for us to continue to expand it.”

Proletariat began working with the World of Warcraft development team in May and will be fully
integrated into Blizzard Entertainment over the coming months.

“The really exciting part is what we’re going to build going forward,” Sivak said. “That was the real selling point for us, the level of ambition for what we want to do with World of Warcraft.”

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Chinese spacecraft acquires images of entire planet of Mars

BEIJING (Reuters) – An uncrewed Chinese spacecraft has acquired imagery data covering all of Mars, including visuals of its south pole, after circling the planet more than 1,300 times since early last year, state media reported on Wednesday.

China’s Tianwen-1 successfully reached the Red Planet in February 2021 on the country’s inaugural mission there. A robotic rover has since been deployed on the surface as an orbiter surveyed the planet from space.

Among the images taken from space were China’s first photographs of the Martian south pole, where almost all of the planet’s water resources are locked.

In 2018, an orbiting probe operated by the European Space Agency had discovered water under the ice of the planet’s south pole.

Locating subsurface water is key to determining the planet’s potential for life, as well as providing a permanent resource for any human exploration there.

Other Tianwen-1 images include photographs of the 4,000-kilometre (2,485-mile) long canyon Valles Marineris, and impact craters of highlands in the north of Mars known as Arabia Terra.

Tianwen-1 also sent back high-resolution imagery of the edge of the vast Maunder crater, as well as a top-down view of the 18,000-metre (59,055-foot) Ascraeus Mons, a large shield volcano first detected by NASA’s Mariner 9 spacecraft more than five decades ago.

(Reporting by Ryan Woo. Editing by Gerry Doyle)

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Hasbro Acquires D&D Beyond Digital Toolset

Hasbro announced today that it will be acquiring D&D Beyond the digital toolset and library for fifth-edition Dungeons & Dragons.

The announcement came by way of Hasbro’s investor newsfeed, followed by a post on the official Dungeons & Dragons website.

“Dungeons & Dragons and D&D Beyond have always felt like a part of the same family,” reads D&D’s announcement. “That’s why we are excited to welcome everyone at D&D Beyond to formally join us at Wizards of the Coast, bringing together two teams dedicated to continuing to make Dungeons & Dragons easy to run and accessible to all!”

More importantly, it seems that current D&D Beyond members needn’t worry about losing access to their catalog of campaigns, created characters, or purchased books.

“You’re probably wondering what kind of change might happen as a result of these two teams coming together,” Wizards writes, “so let’s make this clear: we have no plans to stop supporting D&D Beyond. The purchases you’ve made, the characters you’ve created, and the campaigns you’ve run aren’t going anywhere.”

WizKids’ Gargantuan Tiamat is D&D’s Biggest Mini Ever

Nintendo Acquires Land For New Development Building In Japan

Image: Nintendo

This just in: Nintendo has announced it’s acquired new land. According to an official PR, it has bought this land next to its Kyoto HQ for around $5 billion Yen (that’s close to $40 million USD).

This new area will be home to the headquarters’ second development building (tentative name). The purpose of the facility is to apparently strengthen its research and development, and the project is scheduled to be completed by 2027.

“In addition to the conventional R & D investment and capital investment, we have positioned the site to be acquired and utilized this time as having an important role in strengthening R & D.”

Here’s some additional information – Total floor area: About 38,000㎡ , Structure/height: Steel structure 12th floor, about 72m. If we hear anything else about this, we’ll be sure to let you know.



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Epic Games begins to show it’s “more than games,” acquires Bandcamp

Enlarge / Well, we didn’t see this one coming. But based on rumors that Ars Technica is familiar with, maybe we should have.

Aurich Lawson | Epic + Bandcamp

At some point, Epic Games might need to drop the word “Games” from its moniker and admit what kind of company it wants to be.

Today the game maker moved to acquire Bandcamp, an online music-streaming service that revolves around DRM-free purchases of MP3s, FLACs, and other audio files. The news emerged via press releases from both Bandcamp and Epic on Wednesday. As of press time, neither side of the deal has clarified its financial terms.

The move follows increasingly aggressive steps by Epic to become an entirely new kind of digital media company in the near future.

A quicker way to slap SoundCloud rap into Fortnite?

Thus far, Epic’s growth trajectory has involved acquisitions of gaming studios, software developers, and tool creators, all of which make sense with Epic’s Unreal Engine product. The companies in question have brought Epic tools like superior compression or more realistic virtual humans, which all slot into open-ended 3D-creation systems like Unreal Engine 4 and 5.

But what exactly does Bandcamp bring to the Unreal Engine table? As of press time, Epic isn’t saying. The best hint comes in Epic’s Wednesday press release on the matter, which emphasizes Epic’s “vision to build out a creator marketplace ecosystem for content, technology, games, art, music and more.”

While this might sound like Epic wants to acquire Bandcamp’s backend, web storefront, and iOS/Android apps—which are a user-friendly breath of fresh air compared to the continued clunkiness of Epic Games Store—this wording suggests that Bandcamp could be rolled into the Unreal asset sales ecosystem. Want to license and use music in the Unreal Engine project of your dreams? Perhaps future creators would search for tunes inside of Unreal Engine using Bandcamp’s existing tags (“math rock,” “SoundCloud rap,” “sex jazz”) and pay a license accordingly, the same way they currently find textures, assets, or other licensed content.

Additionally, Epic is doing a bad job of hiding a story that has been brewing in its home state of North Carolina ever since the company acquired and began developing a new 980,000-square-foot headquarters in early 2021. Sources familiar with Epic Games’ dealings have pointed to job listings (not necessarily under the “Epic Games” banner) that blur the line between video game production duties and live-action filming needs. At least some of these positions involve this new, massive physical location, which was previously a mall down the road from Epic’s existing offices in Cary, North Carolina.

That news follows Unreal Engine’s increasingly popular utility in TV and film production throughout Hollywood. Ars Technica has previously covered how beloved film director/producer Jon Favreau favored Unreal Engine as a real-time digital effects system and how UE allowed camera crews and actors alike to frame and preview CGI aspects in the middle of a live-action shoot.

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Apple Acquires AI Music

Photo: Phillip Tracy/Gizmodo

Apple recently acquired AI Music, a startup that creates soundtracks by using artificial intelligence to piece together sounds from royalty-free music. The purchase of the London-based company was reportedly completed in recent weeks, according to unnamed sources speaking with Bloomberg.

The startup’s website has been taken down but a cached version shows how AI Music and its “Infinite Music Engine” change and adapt music for publishers, marketers, fitness pros, and other professions. The tech could even adapt music “to your heartbeat.” On its LinkedIn page, AI Music says its goal is to “give consumers the power to choose the music they want, seamlessly edited to fit their needs, or create dynamic solutions that adapt to fit their audiences.”

In a 2017 interview, AI Music’s CEO Siavash Mahdavi told Music Ally that the startup is “shape-changing” music to shift the way songs are consumed rather than generating music from scratch. One method would be to increase the tempo of a song when someone is running or to slow it down when they are walking. In more advanced applications, the AI could take an existing song, transform it, then let you swipe left or right to hear a different version. This presumably means you could take a song from a genre you don’t listen to and use AI to make it fit your preferences.

“It’s that idea of contextual AI. Maybe you listen to a song and in the morning it might be a little bit more of an acoustic version,” said Mahdavi. “Maybe that same song when you play it as you’re about to go to the gym, it’s a deep-house or drum’n’bass version. And in the evening it’s a bit more jazzy. The song can actually shift itself. The entire genre can change, or the key it’s played in.”

Apple declined to comment on the acquisition so we don’t know how much the tech giant paid for the startup or how it plans to use the technology within its own services. We can only speculate at this point, but it seems like the AI could make its way to Apple Music in some form or another. Of course, using AI to essentially make remixes of existing songs (if that’s the direction Apple takes) would raise all sorts of legal questions regarding copyright.

Alternatively, Apple could use this song-altering AI to create soundtracks for Apple TV+ shows, workout music for Apple Fitness+, or background tracks in marketing material (AI Music wrote that its AI could be used for “audio advertising that matches listener context”).

Apple has quietly made moves to bolster its music streaming service, having purchased classic music service Primephonic in August of last year. These, as Bloomberg notes, are two of only a handful of acquisitions Apple has made in the past 12 months.

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Microsoft acquires Activision Blizzard | GamesIndustry.biz

Microsoft has reached a deal to acquire Activision Blizzard, the company confirmed today.

Sarah E. Needleman with the Wall Street Journal broke the news this morning, saying the outlet’s sources told it the Xbox maker was nearing an agreement to buy the Call of Duty company.

Six minutes later, Bloomberg’s Dina Bass put a dollar figure on it, saying sources put the value of the deal at nearly $70 billion.

That’s a significant premium over Activision Blizzard’s market cap of nearly $51 billion, but like many game outfits, the Call of Duty and World of Warcraft publisher’s share price has been trending downward over the last year. Activision Blizzard has also been the subject of immense public criticism since a July lawsuit by the California Department of Fair Employment and Housing alleged pervasive gender discrimination at the publisher.

Microsoft soon confirmed the deal had been reached, and put a price point of $68.7 billion on the deal, with a $95 per share agreement representing a 69% premium over Activision Blizzard’s Monday closing price of $65.39.

“This acquisition will accelerate the growth in Microsoft’s gaming business across mobile, PC, console and cloud and will provide building blocks for the metaverse,” the company said.

Microsoft added that the addition of Activision Blizzard would make it the world’s third-largest game company by revenue, behind only Tencent and Sony.

“Gaming is the most dynamic and exciting category in entertainment across all platforms today and will play a key role in the development of metaverse platforms,” said Microsoft chairman and CEO Satya Nadella. “We’re investing deeply in world-class content, community and the cloud to usher in a new era of gaming that puts players and creators first and makes gaming safe, inclusive and accessible to all.”

In November, Xbox head Phil Spencer sent an email to employees saying Microsoft leadership was “disturbed and deeply troubled” by what happened at Activision Blizzard, adding that he was “evaluating all aspects of our relationship with Activision Blizzard and making ongoing proactive adjustments.”

Microsoft has said that Activision Blizzard CEO Bobby Kotick will continue to serve in that position, but will report to Spencer after the deal closes.

“With Activision Blizzard’s nearly 400 million monthly active players in 190 countries and three billion-dollar franchises, this acquisition will make Game Pass one of the most compelling and diverse lineups of gaming content in the industry,” Microsoft said in announcing the deal.

Microsoft did not say whether Activision Blizzard’s franchises would be made exclusive to Xbox platforms.

“Upon close, we will offer as many Activision Blizzard games as we can within Xbox Game Pass and PC Game Pass, both new titles and games from Activision Blizzard’s incredible catalog,” Spencer said in a blog post. “We also announced today that Game Pass now has more than 25 million subscribers. As always, we look forward to continuing to add more value and more great games to Game Pass.”

When Microsoft struck a deal to acquire Bethesda in 2020, Spencer insisted it wasn’t done to keep the Skyrim maker’s games away from other companies. However, within a week of the deal’s final closing, Spencer was talking about it differently, saying, “this is about delivering great exclusive games for you that ship on platforms where Game Pass exists.”

Spencer’s post also alluded to the scandals surrounding Activision Blizzard and Kotick himself, saying, “As a company, Microsoft is committed to our journey for inclusion in every aspect of gaming, among both employees and players. We deeply value individual studio cultures. We also believe that creative success and autonomy go hand-in-hand with treating every person with dignity and respect. We hold all teams, and all leaders, to this commitment. We’re looking forward to extending our culture of proactive inclusion to the great teams across Activision Blizzard.”

This story will be updated with additional details as they are made available.

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Tencent Acquires Turtle Rock Studios

LAKE FOREST, Calif. & SHENZHEN, China–(BUSINESS WIRE)–Tencent Holdings Ltd. (SEHK: 00700) (“Tencent”) has acquired Turtle Rock Studios’ (“Turtle Rock”) parent company, Slamfire, Inc., the companies announced today.

Turtle Rock will become part of Tencent, while retaining its independent operations out of Lake Forest, CA, USA, and its existing team will continue to run all studio operations, led by co-founders Phil Robb and Chris Ashton. The acquisition will have no effect on Back 4 Blood, Turtle Rock’s hit multiplayer action game, which is published by Warner Bros. Games.

“We are all looking forward to joining the Tencent family of studios,” said Steve Goldstein, president and general manager of Turtle Rock Studios. “Tencent’s outstanding partners, global reach, deep knowledge of gaming and unprecedented support will help us create the kinds of ambitious games we dream of, while allowing us to retain our autonomy and independent spirit.”

“We are huge fans of Turtle Rock’s games, especially their amazing approach to creating co-operative online games,” said Eddie Chan, chief strategy officer of Tencent Games Global. “We can’t wait to see what comes next, and we’re excited to be part of their future.”

Juno Capital Partners represented Turtle Rock as M&A and strategic advisor, Creative Artists Agency represented Turtle Rock as its talent agency and Straddling, Yocca, Carlson & Rauth and Kabealo Law acted as legal counsel for Turtle Rock in the transaction.

About Turtle Rock Studios

Turtle Rock Studios, Inc. is an award-winning game developer best known as the creators of Back 4 Blood, Evolve and Left 4 Dead. Turtle Rock Studios is currently supporting its acclaimed co-op shooter, Back 4 Blood, in partnership with Warner Bros. Games.

About Tencent

Tencent uses technology to enrich the lives of internet users. Its communication and social services, Weixin and QQ, connect users with each other and with digital content and services, both online and offline, making their lives more convenient. Its targeted advertising service helps advertisers reach out to hundreds of millions of consumers in China. Tencent’s fintech and business services support partners’ business growth and assist their digital upgrade. Tencent was founded in Shenzhen, China in 1998. Shares of Tencent (00700.HK) are listed on the Main Board of the Stock Exchange of Hong Kong.

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