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Power Rangers: All Stars

Power Rangers: All Stars is a mobile RPG where players lead their own team of Rangers to defeat evil monsters and save Professor Q, a scientist trapped in a world that's eternally in nighttime. Collect over 50 different Rangers from several different series and fuse to form gigantic Megazords.

[singlepic id=75443 w=428 h=240 float=left] Publisher: Nexon
Developer: Movegames
Type: Mobile RPG
Release Date: November 6, 2018
Shut Down: December 31, 2021
Pros: +Charming story. +Mix of turn-based and real time combat. +Over 50 Rangers to unlock.
Cons: -Unlocking new Rangers is microtransaction and RNG heavy

Power Rangers: All Stars Shut Down on December 31, 2021

Dragon Hound Game Director Reveals Details On Nexon's Monster Hunting Title

PC gaming may have been overshadowed by mobile at this year's G-Star in Korea, but Nexon offered us a few bright spots. Of the three PC titles Nexon's showcased, Dragon Hound is the newest and perhaps most exciting.

A Korean language interview with the game's director last week gave us the first details on this upcoming title, and thank's to a detailed write up by MMOCulture, we can get a glimpse of what Dragon Hound has to offer:

Dragon Hound is being developed by devCat, of Mabinogi and Vindictus fame.

The game engine is Unreal Engine 4 with PC as the target platform. The game will be free to play.

The game was originally pitched as a mobile side-scroller where players shot arrows whiling riding horses, but switched to a PC title incorporating guns, vehicles, steampunk, and diesel punk elements.

Players must select which weapon types to bring to hunts, each with different strengths and weaknesses. Both melee and ranged weapons are supported, and players will often have to switch between them to accomplish different tasks. No class restricts on weapon use are planned.

While comparisons between Monster Hunter World and Dauntless are obvious, developers also drew inspiration from World of Tanks. Unlike other Hunting games, players remain mounted during intense fights where they must chase down giant dragons and other enemies across vast environments.

Aiming at specific organs such as eyes, heart, lung, etc will deal more damage, but is not required to defeat monsters on casual difficulties. Many quests will require players to harvest certain organs rather than simply killing the beasts off.

There are no plans for PvP - end game content consists of very difficult monster hunts involving large groups of players.

Average monster take down time is planned at between 10-15 minutes.

Further Reading: MMOCulture

Dragon Hound - G-Star 2018 Gameplay Reveal Trailer

Nexon's Q3 2018 Earnings Show Record MapleStory and DFO Numbers

While Dungeon Fighter Online (released 2005) and MapleStory (also 2005) may be oldies, they're still bringing in the big bucks for Nexon. While DFO is already the highest grossing MMORPG in the world, the game had record revenues this quarter with double digit year over year growth. Korean MapleStory on the other hand also had a strong year with 129% growth year over year. Company wide revenues increased 15% year over year coming in at $639M USD for the quarter with the vast majority of it coming from China and South Korea.

Nexon also showed Moonlight Blade in their 'pipeline' page under North America & Rest of the World, meaning that it'll likely be announced for some kind of Western release soon.

North America Remains a Massive Money Loser for Nexon

What I found most interesting in this quarter's earnings report though is just how much money Nexon continues to lose in their North America segment, despite being extremely profitable everywhere else.

From the looks of it the company is losing about $13M USD every single quarter from their North American operations despite growing revenues in the region. Perhaps MapleStory 2 will change the economics for Nexon in the region. I suspect the failure of Lawbreakers and Hyper Universe didn't help.

It doesn't look like Nexon has any plans to abandon North America despite heavy losses though, as they've continued making investments in new games for the region.

Nexon Reports Q2 2018 Earnings, Teases Moonlight Blade for Western Release

Nexon announced their Q2 2018 earnings report this weekend and company revenue is up 2% year over year to $430 million for the quarter. China and South Korea once again were Nexon's biggest markets with North America making up only 7% of total revenue. PC remains the company's biggest platform but mobile continues to grow.

Nexon also acquired 30% of NAT Games, the mobile Korean game studio behind Heroes of Incredible tales and numerous other games for $130 million. More interestingly though, Nexon for the first time listed Moonlight Blade on their pipline page for North American release:

No word on when Moonlight Blade or the other MMORPGs listed on this page are set to launch though, but hopefully we'll get an announcement soon. Especially since Moonlight Blade has been out for some time now in its home market of China (since 2015).

How to Invest in Video Game Companies - Video Presentation By Nexon CEO

nexon headquarters logo

Those interested in the business side of gaming should check out Nexon CEO Ownen Mahoney's presentation "IT’S A TRAP! - How to invest in video games without getting blown up":

“IT’S A TRAP! - How to invest in video games without getting blown up” by Owen Mahoney, CEO of NEXON

In the video above, Nexon's CEO talks about what it takes to make a successful game and how to avoid making mistakes. He also discusses the biggest pitfalls most investors and game companies make during development.

Nexon Acquires Control Of Mobile Game Developer NAT Games

hit nexon nat games artSouth Korean publishing giant Nexon has grown even bigger when it acquired majority control of NAT Games. NAT Games is a Korean game developer known for their free-to-play mobile ARPG Heroes of Incredible Tales, or HIT.

HIT was published by Nexon in 2016 and was a global success. The mobile game has since been downloaded over 25 million times. Overhit, NAT Games’ second mobile release is also doing well in Korea.

According to MMOCulture, Nexon bought an additional 30% stake in NAT Games, giving the Korean publisher a 48.3% stake in the company and making them the controlling majority. The deal went down just in time for Overhit’s global release later this year. You can catch a preview of the upcoming game's characters after the break.

Overhit (KR) - Characters preview trailer

Nexon Releases First Quarter 2018 Earnings Report, DFO & MapleStory Still Top Earners

On May 10, 2018 Nexon released their Q1 2018 earnings report. A more digestible Investor Presentation slide deck was also released and is filled with interesting charts and figures. The headline figures show that Nexon had a great quarter: revenues were up 21% year over year, due significantly to the stronger than expected results of Dungeon Fighter Online in China. Net income did even better, doubling from last year to a total of 46.6 billion yen (~$426 mil USD).

As usual, Nexon's primary markets were China and Korea which accounted for 67% and 22% of total revenue respectively. More interestingly, Japan now accounts for a smaller share of total revenue at 3% than North America at 4% or Europe & Others (also 4%).

As far as Nexon's Western lineup is concerned, mobile gaming revenues now make up a significant majority thanks to the acquisition of Pixelberry Studios. Pixelberry Studios is best known for 'Choices: Stories You Play' which is available on the App Store and on Google Play.

PC games revenue in both North America and Europe are down significantly from a year earlier. Will the planned release of MapleStory 2 later this summer be enough to reverse this trend?

The Investor Presentation contains a list of full-time employees per region which shows that the vast majority of Nexon staff is located in Korea. It also shows a remarkable increase in North American staff: from 322 last year to 424 now. That increase is also likely due to the Pixelberry Studios acquisition.

Further Reading: Nexon Q1 2018 Investor Presentation

Nexon Restructures Internal Teams, Grants Subsidiaries Independence To Encourage Growth

nexon headquarters logoWhen you’re the leader of a group, giving every member the freedom to come up with new ideas and think outside the box is definitely better than forcing a single idea on the whole group. This is probably what Korean gaming giant Nexon had in mind when it granted full autonomy to 7 internal studios.

MMOCulture reports that Nexon restructured its internal teams into 7 separate and independent development studios. Each of the studios are encouraged work autonomously according to their own philosophy. This was supposedly done to encourage friendly competition and growth within Nexon’s ranks.

The seven studios are:

  • devCAT – Mabinogi, Mabinogi Mobile, Mabinogi Heroes (Vindictus) and, Mabinogi Duel
  • What! Studio – Durango
  • Studio One – Tango Five, Dungeon & Fighter 2, FIFA Online Series, and NBA Street Online Series
  • Thingsoft – ROTK: The Legend of Cao Cao, Peria Chronicles
  • Nexon GT – Titanfall Online, Sudden Attack, Atlantica Online
  • Nexon Red – Alliance X Empire, Fantasy War Tactics, Legion of Heroes
  • Boolean Games – Dark Avenger Series

Nexon CEO Owen Mahoney Has Little Faith in eSports

In a lengthy response to an analyst question about eSports, Nexon CEO Owen Mahoney shared his thoughts on eSports in general. He obviously isn't very optimistic on the market and suspects that others are getting a bit ahead of themselves when hyping it up. See his full statement below:

That’s a long topic, so let me try to simplify a little bit. First I’ll make a blanket statement that may seem a little silly, but I think our industry sometimes gets hung up on individual topics that over the long term don’t actually have a major impact fundamentally on the totality the whole industry.

Certainly people used to talk about Facebook games a few years ago, and we got asked a lot of questions about our Facebook strategy. Some of you remember those questions from the time of the IPO, and we said respectfully we have no Facebook strategy because we think Facebook is a terrible platform. That’s what we thought at the time, and it turned out to be true.

Now I’m not saying the same thing about ESports. I think ESports is very interesting, I watch ESports games sometimes myself. But I think the point that people miss is its primarily a PC environment, not a console or not a mobile environment, at least as of today, and for the foreseeable future and there’s a lot of reasons for that. So there seems to be a lot of discussion about ESports in Japan, but Japan is not particularly a PC oriented market. So I’m not quite sure why that is.

The second I’d say is that if you take one or two of the big games out of ESports, people would be a whole lot less enthusiastic and those games are League Of Legends, would probably be the biggest one and maybe Overwatch as well. But if you took one or two of those games out, I think it’d be a lot harder for a lot of the companies, for example, in California that are raising venture capital around these they’ll have a much harder time to do it.

And I also think at least internationally less so in Japan, but certainly in North America one of the things that’s driving all the discussion about ESports is, frankly there’s a lot of traditional sports franchise owners and other infrastructure that are very interested in this topic because frankly those sports are going away or are on the decline.

If you look at the statistics for Baseball as it’s been happening for some time. It’s more recently been happening in the NFL. The viewers’ numbers for the NFL has gone down from what I understand quite significantly. So if you’re a team owner or if you’re somehow, if you’re an agent or you’re somehow involved in that, you’ll look at the future and you say, well I can see the future, this is going away, I need to think about something new. What’s new? Well some of the big game executives are really pushing ESports, oh gosh; I better start buying ESports because I have got no future otherwise. That literally is happening.

So I think there’s a whole lot of reason why people are interest in ESports. Some of them are real, some of them are not. But let’s really backup to what is going on underneath and it’s a much broader discussion. The broader discussion is about viewing games, and viewing games is actually a pretty fun activity. I do it a lot myself. I have two boys they are 12 and 14, they both love to watch people who are good at playing games, view it. And sometimes that’s ESports, but often times it’s not ESports. It’s sometimes two guys on a couch making jokes while they play some game and they are broadcasting that over Twitch.

It can make for some very good viewing. And so I think people who play a lot of games, people who watch a lot of games, I’ve had several discussions around the industry and I think we’re all watching this pattern emerge that viewing games, other people who are good at playing games and commenting on them in the interaction between their viewers and themselves is actually really fun. It makes for a compelling viewing, and that I’m very, very excited about.

And in some cases that will come from ESports. I certainly watched a lot of great sports game particularly watching StarCraft in Korea 10 years ago. But a lot of things have to be in place for that to be a real business not just a lot of investment. So I don’t have a huge prediction about how that will be, but I am somewhat cautious about this.

Now as far as NEXON is concerned, NEXON has NEXON Arena in Korea, it seats about 550 people. We have roughly 300 events a year, and I would encourage anybody in this room to come, Seoul it’s in the middle of Gangnam is, part of the night life in Gangnam. It’s very, very fun to watch, great players, live play games.

But what we find in ESports is that players determine what will become an ESports game, the gamers themselves determine that, the company doesn’t determine that. And there have been a lot of examples where a company has designed what they thought was an ESports game and it just hasn’t worked out. So when you look at a game you have to watch what players are doing and are they playing and broadcasting that online. So those are a mismatch of different comments about the future of ESports. I’m not sure if that’s helpful but it’s certainly worth watching, it’s certainly a topic that’s worth watching. -Owen Mahoney, Nexon CEO

What do you guys think? Is eSports all hype? Is the industry getting ahead of itself?

Source: Nexon Investor Q&A Video. Transcript

Nexon Reports Strong Q4, 2017 Earnings Thanks to DFO and MapleStory

Nexon reported their Q4 2017 and full year 2017 earnings report today. Full year revenues came in at 234.9B Yen ($2.16B USD), up from 183.1B Yen (~$1.7B USD) from 2016. Nexon CEO, Owen Mahoney, attributed the record annual revenue to the ongoing success of Dungeon Fighter Online and MapleStory, both of which recorded double-digit percentage growth in revenue year over year. As with prior quarters, most of Nexon's revenue comes from 2 regions: South Korea and China.

Interestingly, only 28% of Nexon's Q4 2017 revenue came from Mobile vs 72% for PC. Nexon is still very much a PC MMO developer for the time being. Expect the mobile % to grow though as Nexon has quite a pipeline of mobile games in the works such as Durango: Wild Lands, OverHit, Mabinogi Mobile, MapleStory M, Elsword M, Final Fantasy XI Mobile, and more. Take a look at Nexon's full Pipeline below:

Mabinogi Mobile is set to launch in South Korea sometime in 2018 according to Nexon's own estimates. Moonlight Blade, the Chinese MMORPG from Netease, begins open beta in South Korea later this month. No word on when it comes to the West though.

Nexon also released a slide showing their key titles by Region:

The only relevant PC title from Nexon in North America and Europe is MapleStory. DomiNations and Choices: Stories You Play are mobile titles. There was no mention of Lawbreakers in Nexon's most recently quarterly investor slide deck, but I suspect it'll be mentioned in their Q&A session which should happen later today (I'll put a post up if there's anything interesting in it).

It's also worth noting that Nexon's stock price is up over 10% since posting this earnings report. Investors are cheering the company's continued strong financial results. The stock is up nearly 100% over the last year. The company is now worth $13.7B USD, making it one the biggest video game companies in the world.

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