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Tiidal Gaming Group Corp. (CSE: TIDL) ("Tiidal Gaming" or the "Company"), a leading esports and gaming platform company, is pleased to provide the following operational update on its core media and technology offerings following the Company's public listing on the Canadian Securities Exchange (the "CSE") on November 17, 2021. "We are pleased to have achieved multiple strategic and operational milestones, including the public listing of our Company as well as the new client and partnership deals that we have signed across our media and technology offerings," said Charlie Watson, CEO of Tiidal Gaming. "Given the fast-growing gaming market, and our focus and expertise within the rapidly rising esports segment, our goal, in particular, is to scale up the ongoing development and distribution of our technology offerings to a wider customer base while executing product initiatives that will give us a competitive advantage by becoming the leading solution in the market. This will allow us to secure more top-tier clients and sponsors, as well as strategic partners, which will enable us to build a strong and scalable footprint in this rapidly growing industry."
Engine Gaming and Media Inc. has released results for its fourth quarter and fiscal year ended Aug. 31, 2021. All amounts are stated in US dollars unless otherwise indicated. For the year ended August 31, 2021, total revenue was $37.2 million, up from $10.5 million in FY 2020, an increase of 253% YoY. Total revenue for FY Q4'2021 was $11.8 million, up from $7.0 million in FY Q4'2020, an increase of 67% YoY, and 22% higher than sequential FY Q3'2021 of $9.6 million. For the year ended August 31, 2021, net loss was $40.7 million, an increase in net loss of $8.4 million from FY 2020 net loss of $32.3 million. Net loss for FY Q4'2021 was $13.5 million, an increase in net loss of $3.4 million from $10.1 million in FY Q4'2020. For the year ending August 31, 2021, net loss included $18.5 million in non-cash expense (income), and $8.1 million in FY Q4'2021. The Company had cash of $15.3 million and $8.6 million in receivables as of August 31, 2021.
Today Epic Games announced that it has acquired Rock Band maker Harmonix. The publisher said that the Fuser developer will work along with it to create "musical journeys" and gameplay for Fornite. It will also continue to support its existing games such as Rock Band 4. Harmonix said that current DLC plans for Rock Band will continue until next year, while Fuser and other titles will remain on Steam and consoles. Also, with regards to older games' servers being taken down, the studio said it isn't planning to change the way it supports its older titles. "Harmonix has always aspired to create the world's most beloved interactive music experiences, and by joining Epic we will be able to do this at scale," said co-founder and chairman of Harmonix Alex Rigopulos.
Plug In Digital has completed a Series B round of funding to the tune of $75 million. The round was led by Bridgepoint Development Capital, with financing provided by Eurazeo. The funds will be used to further expand the indie publisher's portfolio, both in terms of physical and digital title. The company has enjoyed recent success with The Forgotten City, a first-person adventure game that began life as a Skyrim mod and enjoyed critical acclaim when it launched this summer. The Forgotten City was a key release for Dear Villagers, Plug In Digital's flagship label and one of two the publisher operates.
When I started playing “Call of Duty: Vanguard,” I strove to be generous with my assessment. Call of Duty games have historically been approached skeptically by game reviewers — often for the games’ politics, but also because the franchise has reached such vertiginous heights that neither praise nor critique will materially affect its production or sales. Perhaps, I thought, that perspective was self-perpetuating and had outlived its usefulness. What if the conventional wisdom was making it harder to discern a Call of Duty game’s better qualities? Unfortunately, I chose the wrong game in the wrong moment for my charity. A week after “Vanguard” came out, “Battlefield 2042′s” early access launched, followed shortly by the “Halo Infinite” multiplayer beta. It is hack to say what I am about to say. The next sentence is a throwback to a bygone era. And yet, while playing “Vanguard,” all I could think was that I’d rather be playing “Halo Infinite” or “Battlefield 2042” instead.
Instagram Stories may soon feel a bit more seamless. The Meta-owned platform has launched a live test of 60-second Stories, Social Media Today reports, which is quadruple the length of the current 15-second segments. Last month, mobile developer and reverse engineer Alessandro Paluzzi uncovered the test in the app’s code, which is currently rolling out live to a small group of users, Instagram confirmed. “The ability to create longer Stories posts comes highly requested by our community,” the company told Social Media Today. “We’re excited to be testing 60-second Stories so that people can create and view Stories with fewer interruptions.”
CouRage, the noted gamer and 100 Thieves co-owner, has re-upped with YouTube, where he first signed an exclusive streaming deal roughly two years ago — one of the first such deals that the platform ever inked. CouRage, whose real name is Jack Dunlop, will continue to stream on YouTube, where he says he has experienced 134% growth across his two channels since onboarding exclusively in 2019. He currently counts 3.5 million subscribers on his flagship gaming hub, and 782,000 followers on a second channel, which is home to reactions, challenges, and pranks. Since signing with YouTube two years ago, “I have broken every single record I’ve personally set in my history of livestreaming,” Dunlop said in a statement. “It’s pretty simple for me: there’s no better place on the internet than YouTube to center your content.”
Disguised Toast might be one of the more well-known names in the streaming industry after his time broadcasting games like Hearthstone, Teamfight Tactics, and, most recently, Among Us. You’d think he’d be a hot commodity for any streaming platform to acquire. But in a recent stream, the 29-year-old revealed that the offer he got from Twitch in 2019 was astronomically low. The offer that Twitch made to him two years ago was 30 times less in comparison to the offer he received from competing platforms, like Facebook Gaming, according to Toast. This was ultimately one of the biggest reasons for his decision to switch platforms, especially because he was already one of the more successful creators on the site.
BLAST Rising, an online CS:GO series hosted by tournament organiser BLAST, has expanded into the Latin American (LATAM) region. As a result, the third BLAST Rising tournament will feature 16 invited teams from the region competing for $15,000 (~£11,224) in prize money. The tournament will be organised by gaming agency Fantasyexpo, a licensee for the Polish broadcasting rights of BLAST Premier. The tournament will officially commence on November 30th, with the teams competing expected to be revealed soon. Andrew Haworth, Commissioner for BLAST Premier and Director of Operations & Production at BLAST, spoke on the expansion in a release: “After the success of the first two European-based BLAST Rising tournaments, we’re delighted to be able to expand into the LATAM region and give teams in South America a platform to compete and impress."
Berlin-based esports organization G2 Esports has announced an exclusive partnership with headwear brand New Era. The companies will collaborate on a cap and beanie collection which will be made available across both New Era and G2’s ecommerce platforms. Notably, the collection will also be made available in brick-and-mortar retail locations and third-party New Era retailers. It is rare to see esports team merchandise sold in a physical store other than at a tournament venue. New Era joins G2’s growing portfolio of partnerships which includes adidas, Ralph Lauren, Betway, BMW, Mastercard, Twitch, Pringles, and Red Bull. While some esports organizations such as 100 Thieves have focused on building their own in-house apparel brand, G2 has chosen instead to partner with multiple apparel companies and collaborate on various merchandise lines.
The Greater Raleigh Convention and Visitors Bureau and Subnation Media have revealed that North Carolina’s State Legislature budget now includes a $5M USD grant fund for esports which aims to encourage esports productions and event organizers to host their events in the state. The Esports Industry Grant Fund was introduced by Subnation, an esports media company and advisory group, alongside NC Rep. Jason Saine. North Carolina and Raleigh in particular have made a concerted effort to become a destination for esports events in recent years. The Greater Raleigh Esports Local Organizing Committee, co-chaired by Subnation Chief Managing Director Ed Tomasi, helped to secure Raleigh as the destination for the 2019 Rainbow Six Siege Raleigh Major. The event drew 2.6K daily attendees and generated $1.45M in direct economic impact for the area.