Deflowerer
Arcane
- Joined
- May 22, 2013
- Messages
- 2,078
pay debts by new money generated by releasing new bonds. Rinse and repeat.
You know that most companies roll over their debt?
pay debts by new money generated by releasing new bonds. Rinse and repeat.
I did not heard about NovaLogic since 2003? I think...
Will not be surprised if it end in another popamole garbage put into badly skinned old kult klasik...
Their last big effort was Joint Operations, released in 2004 and their answer to Battlefield. It supported large sprawling maps, vehicles, 64 player support and a level editor. Popamolers played Battlefield, pros and bros played this.
They announced Delta Force: Angel Falls in 2008 with a brand new custom-made engine rivaling Crysis, and there was a closed Alpha I believe in 2010. But for some reason development kept dragging out till it became vaporware. We have never since heard anything from them. Perhaps THQ Nordic could pick up the assets and source code and let some other developer finish it.
They were building the engine for ages and once they were at the beta state with it they couldn't even afford to continue production of the actual game.They announced Delta Force: Angel Falls in 2008 with a brand new custom-made engine rivaling Crysis, and there was a closed Alpha I believe in 2010. But for some reason development kept dragging out till it became vaporware. We have never since heard anything from them. Perhaps THQ Nordic could pick up the assets and source code and let some other developer finish it.
Scott Lee wait, you're not kidding, you're really a dev?
Correct! I worked on the Delta Force Xtreme series and Angel Falls with my time at Novalogic. Delta Force: Xtreme 2 was the filler game while we worked on Angel Falls. The problem was, Angel Falls engine was in-house and already had a 4-5 year investment. When 60% of focus is the engine code, the content suffers unfortunely. No API for development tools, less money for assets! By the time the engine was getting into a beta stage, it just was no where near what unreal could do. Delta Force: Xtreme 2 was to buy us more development time, but it just came down to the industry moving too quickly. I do have unreleased material from Angel Falls I might release one day.
THQ Nordic acquires the “Outcast”-IP from its original creators
January 10, 2019
Is there any better way to start off a new year than with an acquisition? We don't think so.
Karlstad/SWEDEN, Vienna/AUSTRIA, Charleroi/BELGIUM, January 10, 2019: THQ Nordic today announced that the acquisition of the intellectual property “Outcast” has been finalized with the three original creators of the game.
The acquisition itself is being handled by THQ Nordic AB, based in Karlstad, Sweden, and daily operations (sales and distribution, evaluation of sequels & new content etc.) will be done via THQ Nordic GmbH in Vienna, Austria.
About Outcast
GameSpot’s Adventure of the year in 1999 puts you in the role of Cutter Slade, a former U.S. Navy SEAL, and right in the middle of the alien world of Adelpha. After a couple of things went South with a probe sent to a parallel universe, Cutter is given the job to escort 3 scientists, close the black hole and safely get everyone back to Earth. So one cakewalk of a job and he blew it... Damn it, Cutter…
Dude sexPlot twist: later Activision-Blizzard, Bethesda Softworks, Tencent, THQ and other over9000 publishers merge with EA and thus creating vile and evil financial Empire that will push laws (through bought governments around the world) which will forbade indie gaming and only *live-services(tm)* will be legal.
THQ Nordic raises $225m for further acquisitions
“Substantially oversubscribed” share issue brings on a range of new investors for growing publisher
Last night, THQ Nordic raised 2.09 billion Swedish krona (roughly $225 milliion) that will be put toward further expanding the publisher's portfolio.
The Darksiders publisher issues 11 million new Class B shares last night, which were quickly snapped up by a variety of investors, including some who have yet to invest in THQ Nordic.
Among the new shareholders were First National AP Fund, Second National AP Fund and Odin Fonder. Meanwhile, established shareholders Swedbank Robur Fonder, TIN Fonder and Olsson Family and Foundation picked up more shares.
The publisher has described the new share issue as "substantially oversubscribed."
In a statement, THQ Nordic said it "intends to use the proceeds... to finance new acquisitions of franchises, game development studios or other assets which complement the operations, and to enable a higher rate of investment in the development of the Company."
THQ Nordic has acquired countless IP and studios in the past few years, initially from the portfolio of the previous THQ but also from wider games firms.
Last year alone, it acquired Carmageddon; Coffee Stain, including their three internal studios, plus various IP such as Goat Simulator and Sanctum; Bugbear Entertainment and the Wreckfest IP; the Expeditions series; Alone in the Dark; Act of War; Kingdoms of Amalur; TimeSplitters; Second Sight; developer HandyGames, plus its IP such as Townsmen and Aces of Luftwaffe; and, of course, Koch Media and Deep Silver, including their three internal studios, 800 employees, the Dead Island and Saints Row IP, plus the licence for Metro.
Since the start of 2019, THQ Nordic has acquired Appeal Studios' Outcast IP, Australian publisher 18Point2 and Kingdom Come: Deliverance developer Warhorse Studios.
The publisher is also celebrating a strong financial year, with the acquisition of Koch Media/Deep Silver helping to propel net sales up 713% year-on-year to $447.6m.
We named CEO Lars Wingefors as one of our People of the Year 2018, and spoke to him about the company's ongoing strategy for mergers and acquisitions.
Wingefors tells us this is intentional, as he is actively avoiding the 'fewer, bigger, better' strategy -- one that the previous THQ adopted in its waning years -- that has contributed to the downfall of publishers past.
"We have the opposite strategy, not concentrating on a few IPs but looking at a very diversified pipeline," he says. "All these labels like AAA, AA, indie - I'm not looking at things from that perspective, I think we need to stay focused on the daily business."
I think people are missing the entire point of aa development.
The cost are so low that even failures like darksiders 3 got a return of their investment very quickly.It is return tot he 90's model which worked before budgets exploded.
I think the market is oversaturated.
Propping up the entire AAA industry with Call of Duty and Battlefield might sound great for business in the short-term, but what happens when that stops working? Where are their successors going to come from? Its like skimping on building extra lifeboats just because the ones currently in use are working fine. Experimenting with lower budget AA games could give some a chance to gradually develop into heavy hitters, and the ones that aren't suitable for that role can still earn decent money and make subscription services like Origin Access look more attractive by adding variety.Generally throwing stuff to the wall and see what stick isn't a good business strategy.A lot of them are bound to fail and end up in money loss.Big publishers have trimmed their number of projects for a reason
Propping up the entire AAA industry with Call of Duty and Battlefield might sound great for business in the short-term, but what happens when that stops working? Where are their successors going to come from? Its like skimping on building extra lifeboats just because the ones currently in use are working fine. Experimenting with lower budget AA games could give some a chance to gradually develop into heavy hitters, and the ones that aren't suitable for that role can still earn decent money and make subscription services like Origin Access look more attractive by adding variety.Generally throwing stuff to the wall and see what stick isn't a good business strategy.A lot of them are bound to fail and end up in money loss.Big publishers have trimmed their number of projects for a reason
THQ have the right idea if you ask me. Let's return to a time when a game's budget was proportional to its demand, and not every game had to be an all or nothing blockbuster.