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You will partake in numerous fights spanning your entire career, improving through the use of mini games between matches. These custom-built fighters can then be taken into the game's "Legacy Mode", which starts you out as a 19-year old amateur looking to make a name for himself in the boxing world.
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The most impressive among these tools is the ability to use a PS3 camera or EA Sports' own website to upload pictures of yourself (or anyone, really) which will then be used to create a customized 3D head for your created boxer. In addition to the default selection of fighters, you can make your own customized fighter using a powerful set of creation tools. This time around, you have over 40 athletes to choose from from a variety of eras and weight classes, including Evander Holyfield, Floyd Mayweather, and (most notably) Mike Tyson and Mohammad Ali. The only other question I have, and that no else seems to be asking, but which seems pertinent to me given the obvious trajectories here, is how much longer a company shifting away from games is going to be able to call itself GameStop.Not an American user? DescriptionFight Night Round 4 is (as the name would suggest) Electronic Arts' 4th entry into the boxing series. In other words, if GameStop can make good on these so-called “gaming-adjacent tech fields,” it has not just a future but a bona fide bright one, despite the inevitable downturns in retail game sales (new or used). According to GI.biz, Raines added that before any of these expansions, GameStop is “the third-largest and fastest-growing AT&T retailer in the US.”
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Not that any of this is news to GameStop: I’d bet my life the company’s been predicting and obsessively planning for this transition for years.Īll of which explains Raines’ GameStop 3.0 strategic overtures, which he says will include opening another 200 to 250 of the company’s Spring Mobile stores (wholly GameStop-owned wireless/mobile stores that sell AT&T products exclusively, currently totaling over 200 in the U.S.), adding 20 to 25 of its Simply Mac stores (GameStop purchased the Apple-exclusive retailer in 2013 - they have 23 locations today) and adding 100 to 150 of its Cricket locations (AT&T-brand-owned prepaid wireless stores franchised to companies like GameStop and Radio Shack - GameStop opened 31 last November, and Dallas Morning News says GameStop’s also been selling Cricket pre-paid wireless service in about 100 stores in Dallas and Los Angeles).
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Insert obligatory nod to smartphones and tablets and micro-consoles and handhelds and the impact they’re having on retail software sales.
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If you own a PS4 or Xbox One, you’re increasingly likely to do so.
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If you’re a PC gamer, you’re probably purchasing most or all of your games online.
In 2011, the company bought Brad Wardell’s Impulse digital distribution service in hopes of competing with Steam, and of course the company’s been buying and selling used games for as long as I can remember, a practice that’s accounted for a majority of its gross profits for years.īut as Gamasutra’s Matt Matthews noted a year ago, used games as a component of brick-and-mortar revenue are a dwindling and irreplaceable resource. by circulation (and that’s among all magazines, not just game rags).
In 2000, it bought FuncoLand, which nabbed it a moderately popular magazine that might otherwise have shuttered along with Computer Games, Computer Gaming World, EGM², GamePro and the lot, but which now - thanks in large part to GameStop’s promotions and Power Up Rewards membership perks - ranks third largest in the U.S. After stabilizing, paring back its lowest performing stores and merging with EB Games, it then went on an international brand-purchasing spree that eventually wound things up to its current whopping store total: GameStop today has over 6,600 stores worldwide when you factor its other computer-related retail businesses. When I worked for the company (long, long ago), before it was called GameStop and through the bankruptcy proceedings that led to the name change, it had well under 1,000 stores. Or put more aptly, “Hey, we’re further diversifying!” GameStop’s been in explore-and-expand mode since the mid-1990s.
GameStop 3.0, according to GI.biz, which covered Raines’ address at GameStop’s 2014 Investor Day on Wednesday, is “a new phase of the company’s lifespan that will see it aggressively expand its footprint into gaming-adjacent tech fields” - which is just a really long way of saying “Hey, we’re diversifying!” (What were GameStop’s 1.0 and 2.0 by the way? I assume “new games” and “used games,” respectively.)