2K
today announced the first simulation-based WWE video game for mobile
platforms, WWE® 2K, is in development for iOS and Android
devices. Currently scheduled for release in spring 2015 at a price point
of $7.99, WWE 2K will offer authentic WWE gameplay in a
mobile format through inspiration from several popular gameplay elements
and modes from the WWE 2K flagship WWE video game
franchise available on consoles.
Key features of WWE 2K currently include:
-
Playable roster of many fan-favorite WWE Superstars, including John
Cena®, Hulk Hogan®, Sting®, Triple H®, Undertaker®, Daniel Bryan®,
Roman Reigns™, Seth Rollins™, Dean Ambrose™ and Bray Wyatt™;
-
Authentic WWE action, including three match types, full WWE Superstar
ring entrances and comprehensive move sets;
-
Create-a-Superstar;
-
Career Mode;
-
Live Multiplayer Matches;
-
Unlockable Rewards.
“WWE 2K marks a great milestone in 2K’s partnership with
WWE, as we bring the first authentic WWE simulation experience to market
for mobile devices,” said Greg Thomas, President at Visual Concepts.
“WWE gaming enthusiasts will soon experience WWE action and several
fan-favorite modes inspired by the WWE 2K flagship console
series in an engaging new way.”
Developed by n-Space in conjunction with Visual Concepts, a 2K studio, WWE
2K will be available for $7.99 in Spring 2015 as a download
on the App
Store for iOS devices, including the iPhone®, iPad® and iPod
touch®, as well as the Amazon Appstore for Android™ devices.
For more information on WWE 2K and 2K, visit wwe.2k.com,
become a fan on Facebook,
follow the game on Twitter
and Instagram
or subscribe to WWE 2K on YouTube.
2K is a wholly owned publishing label of Take-Two Interactive Software,
Inc. (NASDAQ: TTWO).
About WWE
WWE,
a publicly traded company (NYSE: WWE), is an integrated media
organization and recognized leader in global entertainment. The company
consists of a portfolio of businesses that create and deliver original
content 52 weeks a year to a global audience. WWE is committed to family
friendly entertainment on its television programming, pay-per-view,
digital media and publishing platforms. WWE programming reaches more
than 650 million homes worldwide in 35 languages. WWE Network, the
first-ever 24/7 over-the-top premium network that includes all 12 live
pay-per-views, scheduled programming and a massive video-on-demand
library, is currently available in more than 170 countries. The company
is headquartered in Stamford, Conn., with offices in New York, Los
Angeles, London, Mexico City, Mumbai, Shanghai, Singapore, Dubai, Munich
and Tokyo.
Additional information on WWE (NYSE: WWE) can be found at wwe.com
and corporate.wwe.com.
For information on our global activities, go to http://www.wwe.com/worldwide/.
Trademarks: All WWE programming, talent names, images, likenesses,
slogans, wrestling moves, trademarks, logos and copyrights are the
exclusive property of WWE and its subsidiaries. All other trademarks,
logos and copyrights are the property of their respective owners.
Forward-Looking Statements: This press release contains forward-looking
statements pursuant to the safe harbor provisions of the Securities
Litigation Reform Act of 1995, which are subject to various risks and
uncertainties. These risks and uncertainties include, without
limitation, risks relating to: WWE Network; major distribution
agreements; our need to continue to develop creative and entertaining
programs and events; a decline in the popularity of our brand of sports
entertainment; the continued importance of key performers and the
services of Vincent K. McMahon; possible adverse changes in the
regulatory atmosphere and related private sector initiatives; the highly
competitive, rapidly changing and increasingly fragmented nature of the
markets in which we operate and greater financial resources or
marketplace presence of many of our competitors; uncertainties
associated with international markets; our difficulty or inability to
promote and conduct our live events and/or other businesses if we do not
comply with applicable regulations; our dependence on our intellectual
property rights, our need to protect those rights, and the risks of our
infringement of others’ intellectual property rights; the complexity of
our rights agreements across distribution mechanisms and geographical
areas; potential substantial liability in the event of accidents or
injuries occurring during our physically demanding events including,
without limitation, claims relating to CTE; large public events as well
as travel to and from such events; our feature film business; our
expansion into new or complementary businesses and/or strategic
investments; our computer systems and online operations; a possible
decline in general economic conditions and disruption in financial
markets; our accounts receivable; our revolving credit facility;
litigation; our potential failure to meet market expectations for our
financial performance, which could adversely affect our stock; Vincent
K. McMahon exercising control over our affairs, and his interests may
conflict with the holders of our Class A common stock; a substantial
number of shares which are eligible for sale by the McMahons and the
sale, or the perception of possible sales, of those shares could lower
our stock price; and the relatively small public “float” of our Class A
common stock. In addition, our dividend is dependent on a number of
factors, including, among other things, our liquidity and cash flow,
strategic plan (including alternative uses of capital), our financial
results and condition, contractual and legal restrictions on the payment
of dividends (including under our revolving credit facility), general
economic and competitive conditions and such other factors as our Board
of Directors may consider relevant. Forward-looking statements made by
the Company speak only as of the date made, are subject to change
without any obligation on the part of the Company to update or revise
them, and undue reliance should not be placed on these statements.
About Take-Two Interactive Software
Headquartered in New York City, Take-Two Interactive Software, Inc. is a
leading developer, publisher and marketer of interactive entertainment
for consumers around the globe. The Company develops and publishes
products through its two wholly-owned labels Rockstar Games and 2K. Our
products are designed for console systems and personal computers,
including smartphones and tablets, and are delivered through physical
retail, digital download, online platforms and cloud streaming services.
The Company’s common stock is publicly traded on NASDAQ under the symbol
TTWO. For more corporate and product information please visit our
website at http://www.take2games.com.
About 2K
Founded in 2005, 2K develops and publishes interactive entertainment
globally for console systems, handheld gaming systems and personal
computers, including smartphones and tablets, which are delivered
through physical retail, digital download, online platforms and cloud
streaming services. 2K publishes titles in today’s most popular gaming
genres, including shooters, action, role-playing, strategy, sports,
casual, and family entertainment. The 2K label has some of the most
talented development studios in the world today, including Firaxis
Games, Visual Concepts, 2K Marin, 2K Czech, 2K Australia, Cat Daddy
Games and 2K China. 2K’s stable of high quality titles includes the
critically acclaimed BioShock®, Borderlands™ and XCOM® franchises, the
beloved Sid Meier’s Civilization series, the popular WWE 2K franchise
and NBA 2K, the #1 rated and #1 selling basketball franchise*. 2K is
headquartered in Novato, California and is a wholly owned label of
Take-Two Interactive Software, Inc. (NASDAQ: TTWO). For more
information, please visit www.2K.com.
*According to 2008 - 2015 Metacritic.com and The
NPD Group estimates of U.S. retail video game sales through February
2015.
All trademarks and copyrights contained herein are the property of their
respective holders.
Cautionary Note Regarding Forward-Looking Statements
The statements contained herein which are not historical facts are
considered forward-looking statements under federal securities laws and
may be identified by words such as "anticipates," "believes,"
"estimates," "expects," "intends," "plans," "potential," "predicts,"
"projects," "seeks," "will," or words of similar meaning and include,
but are not limited to, statements regarding the outlook for the
Company's future business and financial performance. Such
forward-looking statements are based on the current beliefs of our
management as well as assumptions made by and information currently
available to them, which are subject to inherent uncertainties, risks
and changes in circumstances that are difficult to predict. Actual
outcomes and results may vary materially from these forward-looking
statements based on a variety of risks and uncertainties including: our
dependence on key management and product development personnel, our
dependence on our products and our ability to develop other hit titles
for current and next-generation platforms, the timely release and
significant market acceptance of our games, the ability to maintain
acceptable pricing levels on our games, our ability to raise capital if
needed and risks associated with international operations. Other
important factors and information are contained in the Company's Annual
Report on Form 10-K for the fiscal year ended March 31, 2014, including
the risks summarized in the section entitled "Risk Factors," the
Company’s Quarterly Report on Form 10-Q for the fiscal quarter ended
December 31, 2014, and the Company's other periodic filings with the
SEC, which can be accessed at www.take2games.com.
All forward-looking statements are qualified by these cautionary
statements and apply only as of the date they are made. The Company
undertakes no obligation to update any forward-looking statement,
whether as a result of new information, future events or otherwise.
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