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Return To Games Manifest Animation Promo Video with Retro Game Heroes and Locations



Return To Games Manifest Animation Promo Video

It’s you who decide the length of quests!
Dynamic Quests
Have only 5 minutes for a game? No problem! Book of Demons allows you to set the length of each quest, thanks to our Flexiscope™ system. It learns your way of playing and always gives you the best experience, making Book of Demons the first truly accessible hack & slash!

Build your own deck of devastating skills!
Build own Deck
Collect powerful skill cards, combine them depending on the enemies you’re facing and assemble your favorite set of devastating powers! But be warned: efficiency of each card will greatly depend on the situation you’re in, so be prepared to make constant adjustments!

Relive the classic with
a good laugh!
Revive the classic
Book of Demons is a universal tale of good and evil about saving the world from total destruction and ultimate devilry! Sounds familiar? Well, how about retelling the story in a different way, with a humorous twist of a parody?

PC games, also known as computer games or personal computer games, are video games played on a personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority, a greater degree of user control over the video-gaming hardware and software used and a generally greater capacity in input, processing, and output.

Home computer games became popular following the video game crash of 1983 leading to the era of the “bedroom coder”. In the 1990s, PC games lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution.[1][2]

Newzoo, reports that the PC gaming sector is the third largest (and estimated in decline), with the consoles second largest, and across all platforms as of 2016, 2.2 billion gamers generate US$101.1 billion in revenue (i.e. all numbers exclude hardware costs), and “Digital game revenues will account for $94.4 billion or 87% of the global market. Mobile is the most lucrative segment, with smartphone and tablet gaming growing 19% year on year to $46.1 billion, claiming 42% of the market. In 2020, mobile gaming will represent just more than half of the total games market. [..] China expected to generate $27.5 billion, or one-quarter of all revenues in 2017.”[3] PC is considered synonymous (by them and others) with IBM PC compatible systems; while mobile computers – smartphones and tablets, such as those running Android or iOS – are also personal computers in the general sense. The “APAC” region is estimated to generate $46.6 billion in 2016, or 47% of total global game revenues (note, not only “PC” games). China alone accounts for half of APAC’s revenues, reaching $24.4 billion, cementing its place as the largest games market in the world, ahead of the US’s anticipated market size of $23.5 billion. China is expected to have 53% of revenues from mobile in 2017 (46% in 2016).

The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult.

Animation, Cartooning, Video Production:
Darvideo Studio
www.darvideo.tv

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