Home Blog Page 2520

KOEI TECMO EUROPE ANNOUNCES DEAD OR ALIVE EVO SHOWDOWN 2018

KOEI TECMO EUROPE ANNOUNCES DEAD OR ALIVE EVO SHOWDOWN 2018, A CELEBRATION OF THE ICONIC FIGHTING SERIES 

KOEI TECMO Europe invites fighters to celebrate 22 years of the iconic fighting series, DEAD OR ALIVE (DOA), and is excited to announce the “DEAD OR ALIVE EVO Showdown 2018” at the Evolution Championship Series 2018 (EVO 2018) from the 3rd to the 5th August 2018 –  featuring DEAD OR ALIVE 5 Last Round! This grand celebration of the DOA fighting franchise will offer fans the opportunity to meet fellow competitors and gain access to some exclusive merchandise which will only be available at EVO 2018.

“To the DEAD OR ALIVE fans and fighting game fans, thanks to you all we are proudly announcing that DOA5 Last Round will take part in the world’s largest fighting game festival, EVO.

5 years have passed since the DOA5 series started and it’s been played by more than 10 million gamers. Meanwhile, the DOA community has expanded to become larger than ever before.

To proceed to the next stage, we announced the end of the DOA5 series in December, but to my surprise the gods of fighting games have given us another chance to let players enjoy this franchise at an event once more. 

Though it’s a side tournament, the fact that DOA is joining EVO itself is key, and something which we have been longing for over 10 years. 

So, I hope you will join and enjoy the show!” 

–              Yosuke Hayashi (Producer), Yohei Shimbori (Director), DOA5 series

A special DOA5 Last Round tournament will be held during the event, to mark the title’s first major appearance at EVO. Those who are ready for the challenge and wish to enter this unforgettable showdown will be able to register at a later date; more details will follow in the coming weeks.

Fans who wish to join the celebrations are able to register for tickets on the EVO official website in the coming weeks; a further registration will be required for entrance to the special tournament held at the event.

ABOUT KOEI TECMO EUROPE LTD.

KOEI TECMO EUROPE LTD. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Letchworth, Hertfordshire, UK. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. TECMO is best known for the Dead or Alive® and Ninja Gaiden® series. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. On April 1, 2009, KOEI TECMO HOLDINGS CO., LTD was established as a result of the TECMO, LTD. and KOEI Co., Ltd. merger. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com

DEAD OR ALIVE 5 Last Round ©2012-2018 KOEI TECMO GAMES CO., LTD. & Team NINJA All rights reserved. DEAD OR ALIVE, LAST ROUND, TECMO, Team NINJA, and the Team NINJA logo are trademarks or registered trademarks of KOEI TECMO GAMES CO., LTD. The KT logo is a registered trademark of KOEI TECMO HOLDINGS CO., LTD. Akira, Sarah, Pai, Jacky characters ©SEGA. Virtua Fighter is either a registered trademark or trademark of SEGA Corporation.

Wizard World, Columbia Pictures Begin Accepting Idea Submissions At Wizard World Comic Con Columbus

Wizard World, Columbia Pictures Begin Accepting Idea Submissions At Wizard World Comic Con Columbus

Original IP Submissions From Attendees, Artists, Exhibitors Accepted Online Through June 1; Accepted Pitch Sessions To Occur During Event, June 8-9 At Greater Columbus Convention Center

LOS ANGELES, May 22, 2018—Do you have an original idea for a movie? And do you plan on attending Wizard World Comic Con Columbus? This could be your day.

Wizard World, Inc. and Columbia Pictures Industries, Inc., an affiliate of Sony Pictures Entertainment Inc., today began accepting content ideas online, with potential pitch sessions to be scheduled during Wizard World Comic Con Columbus on Friday and Saturday, June 8-9, at the Greater Columbus Convention Center. This marks the third activation of the recently announced collaboration between the pop culture convention producer and leading studio, following a successful debut last month in Portland, Ore. and last weekend at Wizard World Comic Con Philadelphia.

Whether a paid attendee, artist or exhibitor, anyone who plans on attending Wizard World Comic Con Columbus and can be available on Friday and/or Saturday, June 8-9, may submit an idea now through June 1 at 8 p.m. ET / 5 p.m. PT via Wizard World’s dedicated Website at https://wizardworld.com/2018-columbus-pitchfest. Any submissions which are selected in Columbia Pictures’ sole discretion will participate in a pitch session to take place at designated dates/times during the event.

One idea submission is permitted per person; In order to be considered, submissions must be a fully-owned original idea and must not infringe on any copyrighted material. Anyone participating in the pitch must be a registered Wizard World Comic Con Columbus attendee, artist or exhibitor, and must be 18 years of age or older and a legal U.S. resident.

“After such positive feedback in our first sessions at Wizard World Comic Con Portland and Philadelphia, we are excited to team up with Columbia Pictures on identifying outstanding original ideas from our creative attendees, artists and exhibitors in Columbus,” said John D. Maatta, CEO of Wizard World. “We look forward to seeing a variety of submissions and see this as an important step in a broad-based relationship with Columbia Pictures as Wizard World furthers its lead role in the pop culture industry.”

Full information, including Wizard World’s and Sony Pictures’ respective Privacy Policies, submission guidelines and terms and conditions are available on the submission form at https://wizardworld.com/2018-columbus-pitchfest.

Wizard World Comic Con events bring together thousands of fans of all ages to celebrate the best in pop culture: movies, television, gaming, live entertainment, comics, sci-fi, graphic novels, toys, original art, collectibles, contests and more. The seventh event scheduled on the 2018 Wizard World calendar, Columbus show hours are Friday, June 8, 4-9 p.m.; Saturday, June 9, 10 a.m.-7 p.m.; Sunday, June 10, 10 a.m.-4 p.m. Kids 10 and under are admitted free with paid adult.

Wizard World Comic Con Columbus is also the place for cosplay, with fans young and old showing off their best costumes throughout the event. Fans dressed as every imaginable character – and some never before dreamed – will roam the convention floor and participate in the famed Wizard World Costume Contest on Saturday evening.

For more on the 2018 Wizard World Columbus, visit http://wizd.me/ColumbusPR.

About Wizard World (OTCBB: WIZD)

Wizard World, Inc. (www.wizardworld.com) produces comic, gaming and pop culture conventions across North America that celebrate the best in pop culture: movies, television, gaming, live entertainment, tech, comics, sci-fi, graphic novels, toys, original art, collectibles, contests and more. A first-class lineup of topical programming and entertainment takes place at each event, with celebrity Q&A’s, comics-themed sessions, costume contests, movie screenings, evening parties and more. Wizard World has also teamed with Sony Pictures Entertainment to find the next generation of movies as well as to engage in a number of strategic initiatives. Additional initiatives may include an augmented touring schedule of Wizard World shows, fixed-site installations, curated e-commerce, and the production and distribution of content both in the U.S. and internationally. Fans can interact with Wizard World at www.wizardworld.com and on Facebook, Twitter, Pinterest, Instagram and other social media services.

The 2018 Wizard World convention schedule is available at: http://www.wizardworld.com/comiccon.

About Sony Pictures Entertainment

Sony Pictures Entertainment (SPE) is a subsidiary of Sony Entertainment Inc., which is a subsidiary of Tokyo-based Sony Corporation. SPE’s global operations encompass motion picture production, acquisition, and distribution; television production, acquisition, and distribution; television networks; digital content creation and distribution; operation of studio facilities; and development of new entertainment products, services and technologies. SPE’s Motion Picture Group production organizations include Columbia Pictures, Screen Gems, TriStar Pictures, Sony Pictures Animation, Stage 6 Films, AFFIRM Films, and Sony Pictures Classics. For additional information, visit http://www.sonypictures.com/corp/divisions.html.

ARMORED WARFARE EXPANSION “CARIBBEAN CRISIS” AVAILABLE TODAY FOR PLAYSTATION ® 4

ARMORED WARFARE EXPANSION “CARIBBEAN CRISIS” AVAILABLE TODAY FOR PLAYSTATION ® 4

The expansion brings the anticipated game mode “Special Operations” to the PS4 Version introducing an engaging overarching narrative

Tuesday, May 22, 2018 — My.com, developer and global publisher of Armored Warfare proudly announces that their latest expansion – Caribbean Crisis – is available today for the PlayStation 4 Entertainment System worldwide. In addition to exciting new improvements to the title’s core experience, the feature rich expansion adds a thrilling new game mode called ‘Special Operations’. This new mode consists of a series of challenging PvE missions that connect to an engaging overarching narrative set within the beautiful landscapes that include the Mojave Desert, the Panama Canal and Jamaica in the year 2042. The three new story-driven co-operative missions will give players the opportunity to discover a story of betrayal and vengeance and to participate in events that will shake the world of Armored Warfare to its very core. Embark upon a quest to protect the world against ruthless enemies!

Other features introduced with Armored Warfare – Caribbean Crisis for PS4:

  • New Maps and Overhauls: With Narrows and Waterway two completely new maps are added to the Global Operations mode. Additionally, the three PvE maps Operation RicochetHydra and Perseus have been improved and overhauled.
  • New Commander system: The update introduces a new commander system.  The commanders now have 15 ranks instead of the previous 5 levels and each in-game rank name corresponds to a real military rank now. Rank 11 or higher is only unlockable for any commander if the player owns a second commander of the previous rank and so on. Every level provides the commander with one specific skill that can be unlocked from a newly-designed skill field.
  • New Trophies to Be Unlocked: Two new special trophies have been created especially for Caribbean Crisis. “The definition of insanity” and “You even shoot?”. Those new trophies are not easy to obtain and will test the limits of players skills!
  • Visual Changes: The game’s visual quality has been improved by introducing a new render system as well as high quality textures to all vehicles. Additionally, the Garage has been overhauled. Armored Warfare has never looked so good before!
  • Major Gameplay Changes: A number of major gameplay changes are introduced with this update. Such as:
  • Gun Stabilization overhaul
  • Ready Rack overhaul
  • Economy changes
  • Wheeled vehicle mobility overhaul (with added Cruise Control)
  • Turret traverse rate overhaul
  • First Victory of the Day Bonus overhaul

MXGP PRO Unveil its Compound training mode

MXGP PRO PRESENTS ITS COMPOUND TRAINING TO BECOME THE NEW MOTOCROSS WORLD CHAMPION HAS NEVER BEEN SO FUN

22 May 2018, London – Milestone is pleased to announce the return of the Compound, one of MXGP fans’ best-loved features, designed as an even-larger training area, where players can further improve their riding skills, taking part in adrenaline-filled training sessions and getting involved in thrilling races on different tracks with varying weather conditions.

This year, the training compound is designed as a large one square kilometer area of forest inspired by a real-world location, the amazing Esino del Lario, surrounded by the Grigna Mountains and by Lake Como to the South, where players will have the chance to train and explore the area on their own. The Compound includes two tracks, one for Supercross and one for Motocross, where players can push their limits in time attack mode or against official riders and, for all off-road competition lovers, a more challenging trail has been created, where they can really go full gas and put their riding skills to the test.

The Compound is the designated area for training and improving riding performance to become a motocross champion. It will be possible to test skills in many motocross disciplines: air control, scrubs, cornering, wet, standing starting and braking, each one associated to 5 test sessions, so that players can improve their custom rider’s skills by training with official MXGP riders.

Moreover, as previously anticipated, this year Milestone’s designers worked with exceptional partners: official MXGP riders Tim Gajser, Tony Cairoli, and Gautier Paulin, who together provided extensive and precious feedback during the development of each skill. The result is a real racing feel and impressive realism!

That said, Tim Gajser was our reference for reproducing bike movements in air control and scrubs; then we asked multi-champion Tony Cairoli how to recreate the bike’s response times in the starting and when managing braking power. Lastly, Gautier Paulin shared his experience and know-how on how to win on different tracks: wet, sand, etc., and minimize cornering times while maintaining full control of the bike.

Tim Gajser explained to our designers how to properly master a scrub: “The scrub is a really special technique, I explained how the body moves and how the bike reacts accordingly; to perform a perfect scrub during a race, you need to keep leaning as much as possible, almost cutting through the air, maintaining a low trajectory. This is the only way you can land earlier and gain some time” then he added” I tried the scrub feature in the game and I was impressed with the high quality and realism of the reproduction, it was really fun!

Gautier Paulin added: “The designers did an incredible job, I was surprised to see how the ground was totally identical to the real thing, as well as the bike’s reactions on different tracks, wet or dry; like when the bike loses speed when going up a hill and it goes faster when you come down. I tried different tracks and I gave my feedback” as for cornering, he added “I asked the developers to work on the bike’s reaction when entering a corner with banking, the grip that you get with the bike is amazing. The result achieved in MXGP PRO really is unbelievable.”

Last but not least, Tony Cairoli concluded “This year the designers have done a great job, especially in terms of the riders and bike physics; for example speaking of the braking, it changes greatly based on the type of terrain; I think it was when I tested the wet tracks that I realized that the brakes felt too soft on some sections so the bike wouldn’t brake properly, so I told them about it. I saw the final result after my feedback and I must say that I was really impressed with the realism of the riding feel.”

This year the Compound really is a complete training area; ready not only to meet expectations of fans of the discipline, but also of the general public, bringing the thrills that only motocross bikes offer. A place where riders can continuously improve their skills by challenging themselves or their opponents, and above all, by having even more fun than ever!

MXGP PRO will be released on June 29th 2018 on PlayStation®4 and Xbox One at 49.99 pounds and on Windows PC®/STEAM at 39.99

Disdoored is a New Game From the Team Behind Life is Feudal

Surprise, surprise! Who would’ve thought that the next game from Bitbox Ltd. will be a 100% handmade and hand-animated plasticine multiplayer survival title? After the MMO Life is Feudal follows Disdoored, which seems to have a really interesting approach. You enter a wild and weird procedurally-generated world with up to three friends and start an adventure. Here you can build your home, plant and farm useful resources and prepare to fight!

Over 20.000 photos were taken in the process of creating this world of 100% plasticine. Each character, creature and object was handmade and animated with stop motion techniques. If you ask me, this sounds really impressive and is definitely worth checking out. There is even the opportunity to breed a snail that gives milk like a cow! How? During your adventure you can tame clay creatures and create entirely species. Why? Because it’s fun!

Disdoored will be available for PC via Steam Early Access for $19.99 later this month. Here’s a trailer:

Earthlock Review

Earthlock

Developer: Snowcastle Games
Publisher: Snowcastle Games
Platform:PlayStation 4, Switch, Xbox One, PC (Reviewed)
Release Date: 8 March 2018
Price: $29.99 USD – Available Here

Video Review

Overview

Earthlock is inspired by old school JRPGs from the 1990s. The game features a highly strategic take on the classic turn-based battle system. Earthlock also features a flexible character progression system and deep crafting system.

Story

Earthlock stars Amon, a young scavenger who gets tangled up in a larger conflict after he fails to obey his uncle’s instructions following a successful scavenging expedition. The story is enjoyable. The dialogue is decent but falls short of perfection as there are moments where the dialogue wraps up too fast. The resulting conversations can feel a little abrupt, story-wise. I like the fact the writers have opted to include an in-game journal to help players keep track of the lore, as new RPG worlds can be tough to follow.

Gameplay

Earthlock’s combat system is billed as an evolution of the classic turn-based battle system. The new system emphasizes strategic combat. The game offers a complex rock/paper/scissors type element and attack type system, two unique stances for each character, plenty of status effects, a pairing system, and abilities that trigger under certain circumstances. The strategy focused system is a bit of a mixed bag. On one hand, the laundry list of status effects and the complex web of strength and weaknesses encourage players to think before they act. On the other hand, the stance system and the abilities aren’t very helpful. The stance system gives characters four abilities per stance. Switching regular stances takes up a turn, while Bond ability stances are free. Most secondary stances are designed to be used in very specific situations, making switching stances pointless in most cases. I often found myself at a tactical disadvantage by switching stances in combat outside of the situations that call for the change.

I like the flexible character development system. The pairs system encourages players to experiment with character combos to get special Bond abilities. As two characters spend more time in combat as a pair, their trust grows, and more passive abilities are unlocked. The talent system is a more flexible version of the orb system found in more recent Final Fantasy titles. Players are given a grid with each rectangle representing a type of card. Once a rectangle is unlocked, players are free to swap cards in and out as they please. The system encourages even more experimentation and allows for a lot of flexibility.

The crafting system has plenty of content. Raw materials can be purchased, picked up from combat rewards, scavenged, or grown in gardens. The gardening system is a novel little distraction, giving players a stable source of staple materials. Most items can be crafted in Earthlock, from potions to talent cards.

The controls for Earthlock is a bit of a mixed bag. PC users looking to check the keybindings will promptly be greeted by an overwhelming amount of possible keybinds. It seems a bit unnecessary considering the game’s controls feel more like an awkward direct port of the controller anyways. The situation is bearable, but it falls short of proper support for mouse and keyboard. The controller works much better, although the bindings are non-standard compared to other RPGs. For example, confirming attacks actually requires the same button be pressed again, instead of the traditional press A or circle to confirm. It takes some getting used to, but there’s nothing wrong with the bindings in practice.

Visuals

Earthlock’s art style is a modern nod to old school JRPGs. The character design is a little more westernized with its simpler outfits. The main characters are still eye catching and memorable, especially the non-human characters. The animations are limited, but it works for Earthlock as its executed in a way that pays tribute to 1990s. There are some small hiccups with the graphics. While the game emphasizes high risk, high reward gameplay by offering bonuses for players who battle a large number of enemies at once, the battle space does not have room for large groups. I found groups of eight or more smaller enemies was often more than enough to cause an enemy or two to disappear off-screen, making targeting a challenge.

On the technical side, Earthlock’s PC graphical options are extremely sparse. There is a slider to adjust resolution and options for Vsync and windowed mode. There is no control over refresh rates or graphical quality.

Audio

Earthlock’s audio experience is a bit of a mixed bag. The music is an enjoyable accompaniment that pays tribute the JRPGs that inspired the game. On the other hand, the sound effects are extremely weak. The volume for individual sound effects are a bit off, with some substantially louder than others. Additionally, there isn’t much variety in the effects, leading to some attacks using effects that don’t pair well. The resulting mess feels like third party sound packs were haphazardly added to the game.

Overall

Earthlock is a decent tribute to the golden days of JRPGs but falls short of becoming a classic in its own right. The story and writing are decent. The combat system is a bit too complex for complexity’s sake, but the flexible character progression system is well designed. The PC port leaves a bit to be desired, as the options are sparse, and the mouse and keyboard support isn’t great. The audio/visual experience is decent but is held back by its lack lustre sound effects.

Capsule Computers review guidelines can be found here.

NEW DETAILS ON CHARACTERS, BOSSES AND LOCATIONS FOR CODE VEIN 

NEW DETAILS ON CHARACTERS, BOSSES AND LOCATIONS FOR CODE VEIN 

Today, BANDAI NAMCO Entertainment Europe introduced two new characters, a new location as well as bosses for the upcoming action-RPG CODE VEIN™.

Yakumo is revealed as a new buddy character. He proves to be an experienced fighter who positions himself in front of the enemy to protect his allies. The Drain Attack, which is performed by his Hounds, makes him a strong companion. Back in the past when he was still human, Mido used him for his cruel experiments. This is why Yakumo despises him even today. Emily Su is also introduced as another new character. She formed a deep bond with Yakumo, because, just like him, she was trapped in the military facility where Mido experimented on her. After she was separated from Yakumo by the Great Collapse, he sets out in search of her.

Moreover, the City of Falling Flame is unveiled as a new location. This city is left in ruins and haunted by an eternal fire. This threat turns everything that is left into ashes. The Thorns of Judgment wind their way through the whole city and players have to avoid obstacles like huge walls of flames and therefore explore everything carefully. The Lost called Blazing Radical, who reminds of a knight, is not the only creature that hides in the flames.

Apart from that, the Successor of the Claw is revealed as a major boss in CODE VEIN. It is a fearsome creature that covers its face with a mask and wields a terrific, burning sword. That’s why it is up to the player to always be on guard and avoid its sweeping attacks. Also, this boss can burn the player if he gets too close to his claws and its two tails.

CODE VEIN is a third-person action RPG that set players into the role of a Revenant. These immortal soldiers were created to counter the threat of mankind that appeared after the Great Collapse, a catastrophic event eradicating most of the population. By injecting human corpses with the Biological Organ Regenerative Parasite, they were brought back from the dead, gaining superhuman capabilities and the ability to revive after death as long their heart stays intact at the cost of losing their memories. Players are tasked to embark into the world with a companion picked from the various residents of Vein to uncover their memories and an exit out of this new demented reality.

CODE VEIN will be available for Xbox One, PlayStation®4, and PC via STEAM® in 2018. For more information about the game and other products from BANDAI NAMCO Entertainment Europe please visit: https://www.bandainamcoent.com, follow us on Facebook at https://www.facebook.com/BandaiNamcoEU, or join the conversation at https://www.twitter.com/BandaiNamcoEU.

About BANDAI NAMCO Entertainment Europe S.A.S.

BANDAI NAMCO Entertainment Europe S.A.S. part of BANDAI NAMCO Holdings Inc. is a leading global publisher and developer of interactive content for platforms including all major video game consoles, PC and mobile.  The company is known for creating and publishing many of the industry’s top video game franchises, including PAC-MAN™, TEKKEN™, SOULCALIBUR™, DARK SOULS™, NARUTO™, NARUTO SHIPPUDEN™, Dragon Ball, GALAGA™, RIDGE RACER™ and ACE COMBAT™. For more information please visit www.bandainamcoent.eu

Fox n Forests Review

Fox n Forests

Developers: Bonus Level Entertainment, Independent Arts Software
Publisher: EuroVideo Medien
Platforms: PC (Reviewed), PlayStation 4, Xbox One, Switch
Release Date: Available Now
Price: $19.99 – Available Here

Overview

Many indie games tend to try and touch upon that feeling of nostalgia by bringing forth aesthetics that were around during the ‘90s. What few of these games tend to actually accomplish is delivering an experience that feels like it brings something new to the table alongside this retro feeling. Bonus Level Entertainment has brought out Fox n Forests to try and touch upon this nostalgia with a little something new but does this mean it is still worth trying out?

Story

Fox n Forests begins with a fox named Rick trying to get himself a meal by preying upon a partridge named Patty. After getting seen by the bird, Rick is instead convinced that he should help out the forest by recovering pieces of the Season Tree that have been stolen away, putting the entire forest in danger. Equipped with a melee-capable crossbow and the ability to now swap between seasons on the fly, Rick must recover these pieces to save the forest.

For the most part the storyline here for Fox n Forests tends to simply be the skeletal structure to set Rick on his adventure. There are little bits of humorous dialogue and bits of plot advancement as you make your way through the game but don’t expect anything too outstanding here other than the fact that Patty manages to recruit Rick so easily to the cause.

Gameplay

At its core Fox n Forests is a 2D platformer that allows players to shoot enemies with long-range crossbow attacks and take down foes at close range with a melee attack. Out of the starting gate Rick only comes with a few abilities, one of which is the standard double-jump, but in short order he is capable of learning a number of new tricks that will help him out in his journey, though the most useful one happens to be able to change seasons.

With the use of his mana gauge, Rick can temporarily swap the season of any stage to a predetermined opposite season and alter the make-up of the level in the process. For example, Rick can turn waterfalls and lakes into frozen paths that allow him to easily navigate unclearable waterways or swap back to spring and allow trees to grow branches allowing him to jump previously unreachable areas. In fact there are numerous enemies and other hazards that can be avoided in this manner, such as extinguishing fires with fall rains and much more, giving every level some extra feeling of life and uniqueness to it.

Progress through stages is a bit rough however thanks to the way that Fox n Forests limits progress on how many “magical seeds” you have gathered in previous stages. These seeds are hidden throughout the, rather large in scale, levels and if you happen to not find enough while simply progressing through them then be prepared to go back through and do some extra searching in order to advance, making some areas feel extra padded, especially when it turns out you’ve been searching for something you cannot reach anyways at the time. Thanks to the progression system that sees Rick gaining new abilities such as special arrow types and magic attacks that can be stored in battles, traveling through previous levels is a necessity as various pathways are locked behind areas that can only be breached with these moves.

Outside of gathering magical seeds it is often worth exploring anyways to gather money and other collectibles that can be used to upgrade Rick’s abilities and give him more health. Outside of boss encounters it is rather rare to come under dangerous circumstances in normal levels thanks to how generous the game can be with health on normal difficulty but it never hurts to have a little extra insurance when you can get it.

That being said, there do feel like there are some rather cheap elements from time to time that ring a little too close to home to some classic titles from the SNES era. Various enemies can be a bit annoyingly placed and can make for some cheap deaths while Rick’s hitbox often feels quite large for his rather lithe design. It is also worth noting that Rick’s controls can be a bit floaty feeling at times and at its worst the game can fail to recognize inputs, making for a few bits of damage that should have otherwise been avoidable. Also, while understandable from a design perspective, Rick’s inability to shoot his crossbow on the move is a bit annoying to get used to at the start.

One of the best elements in Fox n Forests happens to be the boss battles that you take part in at the end of the worlds in the game. These boss battles are well designed and can be quite tricky as they require the use of not only the player’s skill in controlling Rick but also his ability to use the changing of seasons to his benefit, often allowing extra damage to be dealt when timed correctly. It is unfortunate however that despite all levels being able to be replayed, facing bosses is a one time affair unless you start over.

Visuals & Audio

Sprite based games can either be simplistic in nature or can impress with their detail and thankfully Fox n Forests falls into the latter category. Rick and the various enemies you come across, even the standard foes, are nicely detailed with a wide variance of color between them. A lot of effort has went into making sure each stage looks great no matter what season you happen to be traveling through it in, making for an enticing looking environment, which is a nice plus considering the padded nature of some levels.

As far as the soundtrack goes, the tunes that are used as the background music are rather standard fair for a game such as this but the sound effects do sound rather impressive.

Overall

Fox n Forests makes for a rather fun and interesting take on 2D platformers. It may be a little short in the end as a standard playthrough can clock in at a little under six hours, but the fun gameplay, numerous unlocks that you can get for Rick, and the gorgeous design more than make up for this fun platformer that is designed to be played through more than a few times to experience it at its best.

ENJOY A FUN-FILLED FAMILY VACATION ANYTIME, ANYWHERE WHEN GO VACATION LAUNCHES FOR NINTENDO SWITCH ON 27TH JULY

ENJOY A FUN-FILLED FAMILY VACATION ANYTIME, ANYWHERE WHEN GO VACATION LAUNCHES FOR NINTENDO SWITCH ON 27TH JULY

Over 50 different games and activities to discover, including sky diving, snowball fights, beach volleyball, and tennis

18th May, 2018 – A resort vacation is always at your fingertips with GO VACATION for Nintendo Switch, coming to Australia and New Zealand on 27th July. From sky diving and beach volleyball to tennis and even snowball fights, Kawawii island offers something for everyone, with more than 50 different games and activities to enjoy.

Created by acclaimed developer BANDAI NAMCO Studios Inc., GO VACATION includes a variety of cooperative and competitive games that can be played solo or with up to four players – via a single Nintendo Switch console or local wireless connection. Several activities offer the option to use motion controls, making swinging your tennis racket and throwing snowballs even more fun and immersive.

Discover new surprises each day as you adventure through the four different resort areas on Kawawii island. While exploring – either on foot, on horseback, on a snowmobile and more – you’ll discover numerous collectibles, challenges and other opportunities to level up and customise your character. Decorate your own villa, enjoy a delicious meal at one of the food trucks, and snap in-game photos of the dozens of adorable animals hiding in each resort. Regular challenges and presents, like special costumes and different dog breeds, will keep players coming back for hours of Kawawii island adventures.

A resort vacation is always at your fingertips with GO VACATION for Nintendo Switch, coming to Australia and New Zealand on 27th July.

Additional Links:
Nintendo Switch website: http://www.nintendo.com.au/nintendo-switch/
Nintendo Australia website: http://www.nintendo.com.au/
Nintendo Australia Twitter: https://twitter.com/NintendoAUNZ
Nintendo Australia Facebook: https://www.facebook.com/NintendoAUNZ
Nintendo AU on YouTube: http://www.youtube.com/nintendoau

UBISOFT REPORTS FULL-YEAR 2017-18 SALES AND EARNINGS FIGURES

UBISOFT REPORTS FULL-YEAR 2017-18 SALES AND EARNINGS FIGURES

 

Very solid performance for the fourth quarter and continued excellent execution across the board

 

2017-18: higher-THAN-EXPECTED PERFORMANCE AND new record-level PROFITABILITY

 

  • Total annual sales of €1,731.9 million, up 18.6% year on year, outstripping target of around €1,640.0 million.

 

  • Continued excellent execution across the board:

 

    • Far Cry® 5: Ubisoft’s second biggest release ever with USD 310 million total players spending in the release week[1]

 

    • Assassin’s Creed® Origins: record performance for an Assassin’s Creed game in a fourth fiscal quarter

 

    • Rainbow Six® Siege: more than 30 million registered players, record engagement in fourth-quarter 2017-18 and esports viewership up by approximately 300.0% for the Six Invitational[2]

 

    • The Division®: more than 20 million registered players

 

    • Ghost Recon® Wildlands: more than 10 million registered players

 

    • Record peak concurrent users for the Group in fourth-quarter 2017-18

 

    • Annual digital revenue up 37.8% to €1,004.7 million (representing 58.0% of total sales versus 50.0% for the previous fiscal year)

 

      • Sharp increase in PRI[3]: up 58.7% to €482.5 million (27.9% of total sales against 20.8% in 2016-17)

 

        • Mobile revenue up 66.2%

 

    • Annual back-catalog sales up 27.2% to €826.0 million (47.7% of total sales compared with 44.5% in 2016-17), confirming the increasingly recurring profile of the Group’s business.

 

  • Non-IFRS operating income up 26.2% to €300.1 million, exceeding target of €270.0 million.

                                           

    • Non-IFRS operating margin reaches a record high at 17.3% (16.3% in 2016-17)

 

 

TARGETS FOR 2018-19: THE GROUP IS STANDING BY ITS TARGETS FOR NON-iFRS OPERATING INCOME AND FREE CASH FLOW

 

Sydney, Australia May 18, 2018 – Today, Ubisoft released its sales and earnings figures for the fiscal year ended March 31, 2018.

 

Yves Guillemot, Co-Founder and Chief Executive Officer stated, “Ubisoft ended the fiscal year on a very positive note, with continued excellent execution across the board. The Group further strengthened its brands thanks to the quality of its games, strong live services and a deep commitment to player communities. During the fourth quarter, we reached a record of peak concurrent users thanks to record engagement levels and esports viewership for Rainbow Six Siege, the successful launch of Far Cry 5 – the second biggest launch in Ubisoft’s history – and continued strong performance by Assassin’s Creed Origins, Mario + Rabbids Kingdom Battle and our back-catalog titles. As a result, we have outperformed our financial targets, with record-high sales, digital and back-catalog revenues, and profitability.

 

In the short and medium term, Ubisoft has many growth opportunities to tap and expects further profitability increases. Our digital transformation is progressing at a faster pace than we anticipated. Our potential in the PC and mobile markets is massive, notably in China. Finally, we are continuing to develop and structure our esports offering, which represents a significant opportunity.

 

Over the longer term, new forms of gaming, enabled notably by streaming, will allow our brands to reach a much wider audience. Consequently, we are investing in our online services platform – which boasted 88 million unique active players[4] – as well as in artificial intelligence in order to better tailor the game experience to each player’s profile and therefore offer them ever-richer experiences.”

 

Note

Unless stated otherwise, all of the figures in this press release correspond to non-IFRS data, adjusted to exclude non-operating items. The Group presents these indicators – which are not prepared strictly in accordance with IFRS – as it considers that they are the best reflection of its operating and financial performance. The definitions of the non-IFRS indicators with a description of the applicable adjustments, as well as a reconciliation table between the IFRS consolidated income statement and the non-IFRS consolidated income statement are provided in an appendix to this press release.

 

 

Income statement and key financial data

 

In € millions2017-18%2016-17%
IFRS Sales1,731.91,459.9
IFRS Gross margin1,435.182.9%1,189.081.4%
Non-IFRS R&D expenses(661.1)(38.2)%(521.7)(35.7)%
        Non-IFRS selling expenses(335.9)(19.4)%(313.1)(21.4)%
        Non-IFRS G&A expenses(138.0)(8.0)%(116.4)(8.0)%
Total non-IFRS SG&A expenses(473.9)(27.4)%(429.5)(29.4)%
Non-IFRS operating income300.117.3%237.716.3%
IFRS operating income222.3 175.8 
Non-IFRS diluted EPS (in €)1.801.46 
IFRS diluted EPS (in €)1.18 0.92 
Non-IFRS cash flows from operating activities*169.9 149.1 
R&D investment expenditure**720.2 610.5 
Net cash/(debt) position(548.1) (80.4) 
* Based on the consolidated cash flow statement for comparison with other industry players (not audited)
** Including royalties but excluding future commitments

 

 

Sales

 

Full-year sales for 2017-18 came to €1,731.9 million, outstripping the Group’s target of around €1,640.0 million and up €18.6% (or 22.9% at constant exchange rates[5]) compared with the €1,459.9 million recorded for 2016-17.

 

Sales in the fourth quarter of 2017-18 – a period that saw the release of one major game, Far Cry 5 – totaled €540.7 million, exceeding the target of approximately €449.0 million. This fourth-quarter sales figure represents a 16.6% decrease (or 11.2% at constant exchange rates5) versus the €648.6 million recorded for the same period of 2016-17, when two major games were released (Ghost Recon Wildlands and For Honor®).

 

 

Main income statement items[6]

 

Gross margin rose to 82.9% of sales and €1,435.1 million in absolute value terms (compared with 81.4% and €1,189.0 million in 2016-17).

 

Non-IFRS operating income came in at €300.1 million, up 26.2% on the €237.7 million recorded for 2016-17.

 

Non-IFRS net income came in at €220.6 million, representing non-IFRS diluted earnings per share (“EPS”) of €1.80, compared with non-IFRS net income of €174.3 million and non-IFRS diluted EPS of €1.46 for 2016-17.

 

IFRS net income for 2017-18 came to €139.5 million, representing IFRS diluted EPS of €1.18 versus IFRS net income of €107.8 million and IFRS diluted EPS of €0.92 in 2016-17.

 

 

Main cash flow statement[7] and balance sheet items

 

Non-IFRS cash flows from operating activities represented a net inflow of €169.9 million against €149.1 million in 2016-17. This increase reflects higher non-IFRS cash flow from operations (€214.9 million versus €110.2 million in 2016-17) and a €45.0 million increase in non-IFRS working capital requirement (€38.9 million decrease in 2016-17).

 

At March 31, 2018, Ubisoft had net debt7 of €548.1 million versus €80.4 million one year earlier. This rise mainly reflects the purchases and binding purchase commitments of own shares for €411.5 million during the fiscal year and a €100 million deposit related to a total return swap with settlement at maturity for part of the share previously owned by Vivendi. As a reminder the Company free cash flow target stands at around €300.0 million in 2018-19.

 

 

Outlook

 

Full-year 2018-19

 

Ubisoft is standing by its 2018-19 targets for non-IFRS operating income and free cash flow. As announced on May 9, 2018, in line with the recommendations of the European regulators (ESMA) and the French Financial Markets Authority (AMF), Ubisoft is today introducing a new target for sales calculated in accordance with IFRS 15 as well as a new indicator called “Net Bookings” which corresponds to its sales figure as calculated prior to the Company’s application of IFRS 15 (see Press Release in appendices):

 

  • IFRS 15 sales of around €2,000.0 million[8]

 

  • Net bookings of approximately €2,050.0 million compared with the previous target of €2,100.0 million, calculated based on:

 

    • The release of three new AAA games (The Crew® 2, The Division® 2 and an unannounced franchise title) representing 19 million units (vs the four AAA releases and 23 million units previously announced). In line with previous practices and in view of the acceleration of our digital transformation, growth in back-catalog sales and excellent momentum of recent releases, Ubisoft has decided to give itself more time to develop Skull & BonesTM to offer players an even more engaging experience. Skull & Bones is now scheduled for release in 2019-20.

 

    • Digital revenue is expected to represent around 65% of net bookings (compared with approximately 60% previously) and PRI should represent around 30% of net bookings (versus the previous target of over 25%).

 

    • Back-catalog sales are forecasted to represent approximately 50% of net bookings (versus the previous target of over 45%).

 

  • Non-IFRS operating income (based on net bookings) of around €440.0 million.

 

  • Free cash flow of approximately €300.0 million.

 

First-quarter 2018-19

 

For first-quarter 2018-19, the Group expects IFRS 15 sales to amount to around €350.0 million8 and net bookings to total approximately €350.0 million (compared with €202.0 million for the same period of 2017-18).

 

Recent significant events

 

Sale of Vivendi’s entire stake in Ubisoft, with the transaction structured as follows:

  • New long-term investors in Ubisoft, with Ontario Teachers’ Pension Plan and Tencent acquiring 3,787,878 and 5,591,469 Ubisoft shares respectively.
  • Share buybacks by Ubisoft: Ubisoft has undertaken to buy back 7,590,909 of its own shares from Vivendi through a structured transaction taking the form of (i) a forward sale of Ubisoft shares by Vivendi to Crédit Agricole Corporate and Investment Bank (CACIB), and (ii) a mechanism involving Ubisoft’s forward buyback of its own shares from CACIB, enabling Ubisoft to defer its buybacks over the period from 2018 to 2021.
  • Purchase of Ubisoft shares by Guillemot Brothers SE: Guillemot Brothers SE has undertaken to purchase 3,030,303 Ubisoft shares.
  • An accelerated private placement of 13,376,620 Ubisoft shares among qualified investors.

 

Signature of a strategic partnership agreement with Tencent: Ubisoft has signed a strategic partnership agreement with Tencent which will increase Ubisoft games’ exposure and engagement in China and enable the Company to reach millions of new players on mobile and PC.

 

Acquisition of 1492 Studio, a game development studio specialized in the development of free-to-play episodic and interactive stories on mobile.

 

Acquisition of Blue Mammoth Games, a game development studio specialized in free-to-play multi-player games on PC and the PS4.

 

Announcement of new studios openings in India, Ukraine and Canada: The Mumbai and Odessa studios will be focused on jointly developing AAA games and post-release game support. The Winnipeg studio will play a strategic role in jointly developing AAA titles and will be dedicated to developing tools and technology.

 

 

Disclaimer

This statement may contain estimated financial data, information on future projects and transactions and future business results/performance. Such forward-looking data are provided for estimation purposes only. They are subject to market risks and uncertainties and may vary significantly compared with the actual results that will be published. The estimated financial data have been presented and approved by the Board of Directors on 05/17/18 and have not been audited by the Statutory Auditors. (Additional information is specified in the most recent Ubisoft Registration Document filed on July 21, 2017 with the French Financial Markets Authority (l’Autorité des Marchés Financiers)).

 

About Ubisoft

Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Watch_Dogs, Tom Clancy’s video game series, Rayman and Far Cry. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs. For the 2017-18 fiscal year Ubisoft generated sales of €1,732 million. To learn more, please visit www.ubisoftgroup.com


© 2018 Ubisoft Entertainment. All Rights Reserved. Ubisoft and the Ubisoft logo are registered trademarks in the US and/or other countries.

 

APPENDICES

 

 

 

 

Breakdown of sales by geographic region
     
% Sales% Sales% Sales% Sales
 Q4 2017/18Q4 2016/1712 months 2017/1812 months 2016/17
Europe35%36%37%38%
North America45%48%47%47%
Rest of the World20%16%16%15%
TOTAL100%100%100%100%

 

 

  

 

 

 

 

 

 

   
Breakdown of sales by platform
    
Q4 2017/18Q4 2016/1712 months 2017/1812 months 2016/17
PLAYSTATION®443%46%42%41%
XBOX One23%30%23%27%
PC21%17%18%18%
NINTENDO SWITCHTM5%7%
XBOX 360, PS®3, Wii™, Wii U™1%2%2%7%
Others*7%5%8%7%
TOTAL100%100%100%100%
*Mobile, ancillaries…
 
     
     
     
     

 

 

 

 

 

Title release schedule 1st quarter

(April – June 2018)

 

 

 

PACKAGED & DIGITAL

 

 
FAR CRY® 3 CLASSIC EDITION 

PlayStation®4, Xbox One™

 

 

MARIO + RABBIDS® KINGDOM BATTLE GOLD EDITION (retail only)

 

 

nintendo Switch™

 

SOUTH PARKTM THE FRACTURED BUT WHOLETM 

nintendo Switch™

 

THE CREW® 2 

PlayStation®4, Xbox One™, PC

 

 

 

 

Digital ONLY 
FAR CRYTM 5 – HOURS OF DARKNESS 

PlayStation®4, Xbox One™, PC

 

FOR HONOR® SEASON 6 HERO’S MARCH 

PlayStation®4, Xbox One™, PC

 

 

MARIO + RABBIDS® KINGDOM BATTLE – DONKEY KONG ADVENTURE

 

 

nintendo Switch™

 

MIGHT & MAGIC® : ELEMENTAL GUARDIANS 

Google play, App store

 

TOM CLANCY’S RAINBOW SIX® SIEGE OPERATION PARA BELLUM 

PlayStation®4, Xbox One™, PC

 

 

 

 

 

 

 

Audit procedures were carried out and audit reports are currently being issued

 

 

Consolidated income statement (IFRS, audited)

 

 

In thousands of euros 03.31.1803.31.17
  
 
   
Sales 1 731 894 1 459 874
Cost of sales -296 820 -270 887
Gross Margin 1 435 074 1 188 987
Research and Development costs -690 592 -548 735
Marketing costs -339 274 -316 806
General and Administrative costs -144 649 -122 538
Current operating income 260 559 200 907
Non-current expenses and income -38 241 -25 094
Operating income 222 317 175 813
Net borrowing costs -15 909 -10 816
Net foreign exchange gains/losses -5 747 -2 288
Other financial income 8 312 2 348
Other financial expenses -56 -5 449
Net financial income -13 400 -16 205
Share in profit of associates -224 -338
Income tax -69 241 -51 457
Profit for the period 139 452 107 813
Earnings per share   
Basic earnings per share (in €) 1,26 0,98
Diluted earnings per share (in €) 1,18 0,92
Weighted average number of shares in issue 110 399 832 109 887 358
Diluted weighted average number of shares in issue 122 443 961 119 676 950
 

 

    

 

 

 

 

 

 

 

Definitions of Non-IFRS Financial Indicators

 

Net Bookings: corresponds to the prior sales standard.

 

Non-IFRS operating income corresponds to operating income less the following items:

    • Stock-based compensation expense arising on free share plans, group savings plans and stock options.
    • Depreciation of acquired intangible assets with indefinite useful lives.
    • Non-operating income and expenses resulting from restructuring operations within the Group.

 

Non-IFRS operating margin corresponds to the ratio between the Non-IFRS operating income and sales. This ratio reflects the economic performance.

 

Non-IFRS net income corresponds to net income less the following items:

    • The above-described deductions used to calculate non-IFRS operating income.
    • Income and expenses arising on revaluations, carried out after the measurement period, of the potential variable compensation granted in relation to business combinations.
    • OCEANE bond interest expense recognized in accordance with IAS39
    • The tax impacts on these adjustments.

 

Non-IFRS diluted EPS corresponds to Non-IFRS net income divided by the weighted average number of shares after the exercise of dilutive instruments rights.

 

The adjusted cash flow statement includes:

    • Non-IFRS cash flow from operations which includes:
  • The costs of internal development and licenses development (presented under cash flows from investing activities in the IFRS cash flow statement) as these costs form an integral part of the Group’s operations.
  • Current and deferred taxes.
    • Non-IFRS change in working capital requirement which includes movements in deferred taxes, thus cancelling out the deferred tax income or expense presented in Non-IFRS cash flow from operations.
    • Non-IFRS cash flows from operating activities which includes the costs of internal development and licenses development (presented under cash flows from investing activities in the IFRS cash flow statement and included in Non-IFRS cash flow from operations in the adjusted cash flow statement).
    • Non-IFRS cash used by investing activities which excludes the costs of internal development and the licenses development that are presented under Non-IFRS cash flow from operations.

 

Free cash flow corresponds to cash flows from operating activities after cash inflows/outflows arising on the disposal/acquisition of other intangible assets and property, plant and equipment.

 

Free cash flow before WCR corresponds to cash flow from operations after cash inflows/outflows arising on the disposal/acquisition of other intangible assets and property, plant and equipment.

 

Net cash (debt) position corresponds to investments and cash and cash equivalents less financial liabilities excluding derivatives.

 

 

 

 

Reconciliation of IFRS Net income and non-IFRS Net income

 

 

In million of euros,
except for per share data
2017-182016-17
IFRSAdjustmentsNon-IFRSIFRSAdjustmentsNon-IFRS
Sales1 731,91 731,91 459,91 459,9
Total Operating expenses 

(1 509,6)

77,8(1 431,8)(1 284,1)61,9(1 222,2)
Stock-based compensation(39,6)39,60(36,8)36,80,0
Non-current expenses and income(38,2) 

38,2

0(25,1)25,10,0
Operating Income222,377,8300,1175,861,9237,7
Net Financial income(13,4)7,7(5,7)(16,2)7,2(9,0)
Share in profit of associates(0,2)(0,2)(0.3)(0.3)
Income tax(69,2)(4,4)(73,6)(51,4)(2,6)(54,0)
Net Income139,581,1220,6107,866,5174,3
Diluted earnings per share1,180,621,800,920,541,46

 

 

 

 

 

 

Consolidated balance sheet (IFRS, audited)

   
ASSETSNetNet
In thousands of euros03.31.1803.31.17
Goodwill259 462180 735
Other intangible assets782 402736 465
Property, plant and equipment114 116106 375
Investments in associates-289-68
Other financial assets106 8955 478
Deferred tax assets84 18188 831
Non-current assets1 346 7671 117 815
Inventory20 26425 359
Trade receivables435 573405 557
Other receivables208 778146 467
Other current financial assets8 3201 131
Current tax assets38 48132 967
Cash and cash equivalents746 939852 699
Current assets1 458 3561 464 180
Total assets2 805 1222 581 995
   
LIABILITIES AND EQUITYNetNet
In thousands of euros03.31.1803.31.17
Capital8 6528 752
Premiums234 123280 975
Consolidated reserves507 102736 276
Consolidated earnings139 452107 813
Total equity889 3301 133 816
Provisions3 0744 246
Employee benefit10 2899 079
Long-term borrowings933 629640 705
Deferred tax liabilities96 04772 773
Non-current liabilities1 043 039726 803
Short-term borrowings361 538293 403
Trade payables176 613178 282
Other liabilities321 935219 817
Current tax liabilities12 66729 872
Current liabilities872 753721 376
Total liabilities1 915 7921 448 179
Total liabilities and equity2 805 1222 581 995

 

 

 

 

 

 

 

 

Consolidated cash flow statement for comparison with other industry players (non audited)

 

In thousands of euros03.31.1803.31.17
Cash flows from non-IFRS operating activities
Consolidated earnings139 452107 813
+/- Share in profit of associates224338
+/- Net depreciation on internal & external games & movies462 207407 816
+/- Other depreciation on fixed assets81 82466 819
+/- Net Provisions4 052-2 563
+/- Cost of share-based payments39 55836 836
+/- Gains / losses on disposals308408
+/- Other income and expenses calculated8 578-10 655
+/- Cost of internal development and license development-521 290-496 588
CASH FLOW FROM NON-IFRS OPERATION214 914110 223
Inventory229-5 381
Trade receivables-61 54431 934
Other assets-78 5673 113
Trade payables15 243-45 082
Other liabilities79 59154 315
+/- Change in working capital from non-IFRS operating activities-45 04838 899
TOTAL CASH FLOW GENERATED BY NON-IFRS OPERATING ACTIVITIES169 865149 122
– Payments for the acquisition of intangible assets and property, plant and equipment-59 366-62 914
+ Proceeds from the disposal of intangible assets and property, plant and equipment20603
+/- Other cash flows from investing activities-131 493-44 374
+ Repayment of loans and other financial assets29 79043 322
+/- Changes in scope (1)-77 589-105 642
CASH USED BY NON-IFRS INVESTING ACTIVITIES-238 638-169 005
Cash flows from financing activities  
+ New borrowings894 598669 147
+ New finance leases5 0541 416
– Repayment of finance leases-1 672-898
– Repayment of borrowings-487 677-214 663
+ Proceeds from shareholders in capital increases48 9519 465
+/- Sales / purchases of own shares-411 498-67 844
CASH GENERATED (USED) BY FINANCING ACTIVITIES47 756396 623
Net change in cash and cash equivalents-21 017376 740
Cash and cash equivalents at the beginning of the fiscal year632 314255 688
Foreign exchange gains/losses-27 943-114
Cash and cash equivalents at the end of the fiscal year(1)583 354632 314
(1) Including cash in companies acquired and disposed of4 73826 421
 

 

RECONCILIATION OF NET CASH POSITION

 Cash and cash equivalents at the end of the period583 354632 314
 Bank borrowings and from the restatement of finance leases-1 005 431-646 752
 Commercial papers-126 000-66 000
 NET CASH POSITION-548 077-80 438

 

 

 

 

Consolidated cash flow statement IFRS (audited)

 

 

In thousands of euros03.31.1803.31.17
Cash flows from operating activities adjusted
Consolidated earnings139 452107 813
+/- Share in profit of associates224338
+/- Net Depreciation544 031474 635
+/- Net Provisions4 052-2 563
+/- Cost of share-based payments39 55836 836
+/- Gains / losses on disposals308408
+/- Other income and expenses calculated8 578-10 655
+/- Tax Expense69 24151 457
TOTAL CASH FLOW FROM OPERATIONS805 445658 269
Inventory229-5 381
Trade receivables-61 54431 934
Other assets-87 59011 854
Trade payables15 243-45 082
Other liabilities52 83230 256
+/- Change in working capital from operating activities adjusted-80 83023 582
+/- Payable tax expense-33 460-36 140
TOTAL CASH FLOW GENERATED BY OPERATING ACTIVITIES691 155645 711
– Payments for the acquisition of internal & external games-521 290-496 588
– Payments for the acquisition of intangible assets and property, plant and equipment-59 366-62 914
+ Proceeds from the disposal of intangible assets and property, plant and equipment20603
+/- Other cash flows from investing activities-131 493-44 374
+ Repayment of loans and other financial assets29 79043 322
+/- Changes in scope (1)-77 589-105 642
CASH USED BY INVESTING ACTIVITIES ADJUSTED-759 928-665 594
Cash flows from financing activities
+ New borrowings894 598669 147
+ New finance leases5 0541 416
– Repayment of finance leases-1 672-898
– Repayment of borrowings-487 677-214 663
+ Proceeds from shareholders in capital increases48 9519 465
+/- Sales / purchases of own shares-411 498-67 844
CASH GENERATED (USED) BY FINANCING ACTIVITIES47 756396 623
Net change in cash and cash equivalents-21 017376 740
Cash and cash equivalents at the beginning of the fiscal year632 314255 688
Foreign exchange gains/losses-27 943-114
Cash and cash equivalents at the end of the fiscal year(1)583 354632 314
(1) Including cash in companies acquired and disposed of4 73826 421

 

 

 

 

 

 

 

 

APPLICATION OF IFRS 15*

Impact on Financial Communications

 

 

 

Paris, May 9, 2018 – As from fiscal 2018-19, Ubisoft will apply IFRS 15 (the new revenue recognition standard) for the first time. The main impacts that this new standard will have on the recognition of the Group’s sales and on its financial communications are presented below.

 

Accounting impacts of IFRS 15

 

The main impact of IFRS 15 for Ubisoft concerns the recognition of sales of games with a service component, i.e. “Live Services” games, which give players access to online services. Under IFRS 15, all of these services – which are accessible at no extra cost for users – constitute a distinct obligation for which the consideration received on the initial delivery of the original game must be recognized in revenue over the estimated period of time that the players use the service.

Under the currently-applicable revenue recognition standard (IAS 18**), the service component is not separated out and the full amount of the revenue received for the game is recognized when the game is delivered. Consequently, the application of IFRS 15 will result in a portion of the revenue generated on these games being deferred beyond their initial delivery date.

 

Impacts on financial communications

 

The Group will apply IFRS 15’s revenue recognition rules for the first time as from fiscal 2018-19.

In addition to its financial statements prepared in accordance with IFRSs as adopted by the European Union, Ubisoft will continue to report alternative performance indicators (non-IFRS), with the same level of detail as previously. In order to enable meaningful comparisons with prior-period sales figures, Ubisoft will introduce a new alternative performance indicator in its financial communications called “Net bookings”. This indicator is used by Ubisoft to oversee and measure its business and commercial performance.

 

Timeline

 

As recommended by the European regulators (ESMA) and the French Financial Markets Authority (AMF), Ubisoft will issue sales figures that are compliant with IFRS 15 as from the press release on its first-quarter 2018-19 sales.

 

When it publishes its full-year results for fiscal 2017-18 on May 17, 2018, Ubisoft will report on the following targets:

  • 2018-19 sales in IFRS 15 format
  • Net Bookings for 2018-19
  • Non-IFRS operating income for 2018-19
  • Free Cash Flow for 2018-19

* International Financial Reporting Standard 15 – equivalent to US GAAP ISC 606

** International Accounting Standards

 

[1] Ubisoft estimate, based on observed sales price for main game sell through WW and first parties’ estimates for PRI

[2] Viewership for the Six Invitational – the annual esports final event for Rainbow Six Siege (held in February 2018) – versus viewership for the February 2017 final.

[3] Player Recurring Investment includes sales of digital items, DLC, seasonal passes, subscriptions and advertising.

[4] On consoles and PC in fiscal 2017-18

[5] Sales at constant exchange rates are calculated by applying to the data for the period under review the average exchange rates used for the same period of the previous fiscal year

[6] For further information on income statement movements and cash flows see the slideshow published on the Ubisoft website.

[7] Based on the consolidated cash flow statement for comparison with other industry players (not audited)

[8] Based on our analysis to date of IFRS 15 (unaudited)