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Tencent, one of the world’s biggest video and online gaming companies by revenue, today made another move to help cement that position. The Chinese firm has made an offer to fully acquire Funcom, the games developer behind Conan Exiles (and others in the Conan franchise), Dune and some 28 other titles. The deal, when approved, would value the Oslo-based company at $148 million (NOK 1.33 billion) and give the company a much-needed cash injection to follow through on its longer-term strategy around its next generation of games.
Funcom is traded publicly on the Oslo Stock Exchange, and the board has already recommended the offer, which is being made at NOK 17 per share, or around 27% higher than its closing share price the day before (Tuesday).
The news is being made with some interesting timing. Today, Tencent competes against the likes of Sony, Microsoft and Nintendo in terms of mass-market, gaming revenues. But just earlier this week, it was reported that ByteDance — the publisher behind breakout social media app TikTok — was readying its own foray into the world of gaming.
If it goes ahead, that would set up another level of rivalry between the two companies. Tencent also has a massive interest in the social media space, specifically by way of its messaging app WeChat . While many consumers will have multiple apps, when it comes down to it, spending money in one represents a constraint on spending money in another. ByteDance currently profits from having content on its social apps related to Tencent gameplay, so building its own content could be one way of moving away from that. The two have (naturally) also been battling it out in court in China over unfair competition claims, in part related to that gaming content.
Today, Tencent is one of the world’s biggest video game companies: in its last reported quarter (Q3 in November), Tencent said that it make RMB28.6 billion ($4.1 billion) in online gaming revenue, with smartphone games accounting for RMB24.3 billion of that.
Acquisitions and controlling stakes form a key part of the company’s growth strategy in gaming. Among its very biggest deals, Tencent paid $8.6 billion for a majority stake in Finland’s Supercell back in 2016. It also has a range of controlling stakes in Riot Games, Epic, Ubisoft, Paradox, Frontier and Miniclip. These companies, in turn, also are making deals: just earlier this month it was reported (and sources have also told us) that Miniclip acquired Israel’s Ilyon Games (of Bubble Shooter fame) for $100 million.
Turning back to Funcom, Tencent was already an investor in the company: it took a 29% stake in it in September 2019 in a secondary deal, buying out KGJ Capital (which had previously been the biggest shareholder).
“Tencent has a reputation for being a responsible long-term investor, and for its renowned operational capabilities in online games,” said Funcom CEO Rui Casais at the time. “The insight, experience, and knowledge that Tencent will bring is of great value to us and we look forward to working closely with them as we continue to develop great games and build a successful future for Funcom.”
In retrospect, this was laying the groundwork and relationships for a bigger deal just months down the line.
“We have a great relationship with Tencent as our largest shareholder and we are very excited to be part of the Tencent team,” Casais said in a statement today. “We will continue to develop great games that people all over the world will play, and believe that the support of Tencent will take Funcom to the next level. Tencent will provide Funcom with operational leverage and insights from its vast knowledge as the leading company in the game space.”
The rationale for Funcom is that the company had already determined that it needed further investment in order to follow through on its longer-term strategy.
According to a statement issued before it recommended the offer, the company is continuing to build out the “Open World Survival segment” using the Games-as-a-Service business model (where you pay to fuel up with more credits); and is building an ambitious Dune project set to launch in two years.
“Such increased focus would require a redirection of resources from other initiatives, the most significant being the co-op shooter game, initially scheduled for release during 2020 that has been impacted by scope changes due to external/market pressures with increasingly strong competition and internal delays,” the board writes, and if it goes ahead with its strategy, “It is likely that the Company will need additional financing to supplement the revenue generated from current operations.”
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At CES 2020, one of the more well-represented gadget categories was definitely consumer robots – but none was more adorable than MarsCat, a new robo-pet from industrial robot startup Elephant Robotics. This robot pet is a fully autonomous companion that can respond to touch, voice and even play with toys, and it’s hard not to love the thing after spending even just a brief amount of time with it.
MarsCat’s pedigree is a bit unusual, since Elephant Robotics is focused on building what’s known as ‘cobots,’ or industrial robots that are designed to work alongside humans in settings like factories or assembly plants. Elephant, which was founded in 2016, already produces three lines of these collaborative robots and has sold them to client companies around the world, including in Korea, the U.S., Germany and more.
This new product is designed for the home, however, not the factory or the lab. MarsCat is the startup’s first consumer product, but it obviously benefits immensely from the company’s expertise and experience in their industrial robotics business. With its highly articulated legs, tail and head, it can sit up, walk play and watch your movements, all working autonomously without any additional input required.
While MarsCat provides that kind of functionality out of the box, it’s also customizable and programmable by the user. Inside, it’s powered by a Raspberry Pi, and it ships with MarsCat SDK, which is an open software development library that allows you to fully control and program all of the robots functions. This makes it an interesting gadget for STEM education and research, too.
MarsCat is currently up for crowdfunding on Kickstarter, with Elephant having already surpassed its goal of $20,000 and on track to raise at least $100,000 more than that target. Elephant Robotics CEO and co-founder Joey Song told me that it actually plans to ship its first batch of production MarsCats to users in March, too, so backers shouldn’t have to wait long to enjoy their new robotic pet.
There are other robotic pets available on the market, but Song thinks that MarsCat has a unique blend of advanced features at a price point that’s currently unmatched by existing options. The robot can respond to a range of voice commands, and will also evolve its personality over time based on how you interact with it: Talk to it a lot, and it’ll also become ‘chatty;’ play with it frequently and it’ll be a playful kitty. That, combined with the open platform, is a lot to offer for the asking backer price of just $699 to start.
Sony’s Aibo, the canine equivalent of MarsCat, retails for $2,899 in the U.S., so it’s a bargain when considered in that light. And unlike the real thing, MarsCat definitely doesn’t shed, so it’s got that going for it, too.
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Turns out Sony is still able to pack a surprise or two into its CES press conference. The company just kicked off its event by announcing that the PlayStation 5 will be arriving — this holiday season.
Not a lot was revealed about the next-gen console, beyond a few basic features, including 3D audio (because Sony), haptic/adaptive triggers, ultra-high speed ssd, hardware based ray tracing and Blu-Ray (so, yeah, physical media).
The announcement comes just under a month after the PS5’s chief competitor, the Xbox Series X. Microsoft is set to offer up that system at roughly the same timeframe, meaning that we’re powering head first into another explosive console war at the end of the year.
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When you play games on your PS4, it’s fair to say that your thumbs and index fingers are generally doing most of the work. Why not put the rest of your lazy digits to work with this accessory that puts two programmable buttons on the rear of the DualShock 4 controller?
Called, imaginatively, the Back Button Attachment, the gadget plugs into the PS4’s accessory port and adds three interactive items to the back end of the controller. There are two paddle-style buttons that seem suited for middle fingers to hit easily, each of which can be programmed to be any of the ordinary buttons.

There’s also a little OLED screen that provides “real-time” information on what the buttons are set to. It doesn’t seem like there’s ever much urgency to find that information out or show others, but hey. The screen also doubles as a button for switching between configurations or changing the settings on the fly.
Great idea from Sony, right? Wrong! The rear button thing has been done for some time by high-end third-party controller makers like Scuf and Astro, which with their customizable sticks and buttons have been adopted widely by pro gamers. (Microsoft, for its part, has a patent for a Braille display and input on the back.)
It doesn’t look good to have all the performance-oriented gamers using third party gear, but with the PS5 around the corner and a new controller coming with it, it doesn’t make much sense to put out a stopgap “DualShock 4.5” with extra buttons. So this accessory makes a lot of sense. (Don’t worry, it has a 3.5mm headphone jack pass-through, so you can still use a headset.)
And the price is reasonable, too: $30. That makes it a fairly easy impulse buy for anyone who likes the idea of the extra buttons but doesn’t want to drop a bill or more on a Scuf or Astro controller.
The Back Button Attachment won’t be available in time for the holidays, though — not until January 23. Chances are we’ll see it on display at CES before that, though.
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You’ve probably heard murmurs about Google’s forthcoming Ambient Mode for Android . The company first announced this feature, which essentially turns an Android device into a smart display while it’s charging, in September. Now, in a Twitter post, Google confirmed that it will launch soon, starting with a number of select devices that run Android 8.0 or later.
At the time, Google said Ambient Mode was coming to the Lenovo Smart Tab M8 HD and Smart Tab tablets, as well as the Nokia 7.2 and 6.2 phones. According to the Verge, it’ll also come to Sony, Nokia, Transsion and Xiaomi phones, though Google’s own Pixels aren’t on the company’s list yet.
While your
charges, Ambient Mode comes to life. Hear how it delivers a proactive Google Assistant experience to your #Android phone. pic.twitter.com/67rrgTTxqO
— Android (@Android) November 25, 2019
“The ultimate goal for proactive Assistant is to help you get things done faster, anticipate your needs and accomplish your tasks as quickly and as easily as possible,” said Google Assistant product manager Arvind Chandrababu in the announcement. “It’s fundamentally about moving from an app-based way of doing things to an intent-based way of doing things. Right now, users can do most things with their smartphones, but it requires quite a bit of mental bandwidth to figure out, hey, I need to accomplish this task, so let me backtrack and figure out all the steps that I need to do in order to get there.”
Those are pretty lofty goals. In practice, what this means, for now, is that you will be able to set an alarm with just a few taps from the ambient screen, see your upcoming appointments, turn off your connected lights and see a slideshow of your images in the background. I don’t think that any of those tasks really consumed a lot of mental bandwidth in the first place, but Google says it has more proactive experiences planned for the future.
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E-commerce now accounts for 14% of all retail sales, and its growth has led to a rise in the fortunes of startups that build tools to enable businesses to sell online. In the latest development, a company called VTEX — which originally got its start in Latin America helping companies like Walmart expand their business to new markets with an end-to-end e-commerce service covering things like order and inventory management, front-end customer experience and customer service — has raised $140 million in funding, money it will be using to continue taking its business deeper into more international markets.
The investment is being led by SoftBank, specifically via its Latin American fund, with participation also from Gávea Investimentos and Constellation Asset Management. Previous investors include Riverwood and Naspers; Riverwood continues to be a backer, the company said.
Mariano Gomide, the CEO who co-founded VTEX with Geraldo Thomaz, said the valuation is not being disclosed, but he confirmed that the founders and founding team continue to hold more than 50% of the company. In addition to Walmart, VTEX customers include Levi’s, Sony, L’Oréal and Motorola . Annually, it processes some $2.4 billion in gross merchandise value across some 2,500 stores, growing 43% per year in the last five years.
VTEX is in that category of tech businesses that has been around for some time — it was founded in 1999 — but has largely been able to operate and grow off its own balance sheet. Before now, it had raised less than $13 million, according to PitchBook data.
This is one of the big rounds to come out of the relatively new SoftBank Innovation Fund, an effort dedicated to investing in tech companies focused on Latin America. The fund was announced earlier this year at $2 billion and has since expanded to $5 billion. Other Latin American companies that SoftBank has backed include online delivery business Rappi, lending platform Creditas and property tech startup QuintoAndar.
The common theme among many SoftBank investments is a focus on e-commerce in its many forms (whether that’s transactions for loans or to get a pizza delivered), and VTEX is positioned as a platform player that enables a lot of that to happen in the wider marketplace, providing not just the tools to build a front end, but to manage the inventory, ordering and customer relations at the back end.
“VTEX has three attributes that we believe will fuel the company’s success: a strong team culture, a best-in-class product and entrepreneurs with profitability mindset,” said Paulo Passoni, managing investment partner at SoftBank’s Latin America fund, in a statement. “Brands and retailers want reliability and the ability to test their own innovations. VTEX offers both, filling a gap in the market. With VTEX, companies get access to a proven, cloud-native platform with the flexibility to test add-ons in the same data layer.”
Although VTEX has been expanding into markets like the U.S. (where it acquired UniteU earlier this year), the company still makes some 80% of its revenues annually in Latin America, Gomide said in an interview.
There, it has been a key partner to retailers and brands interested in expanding into the region, providing integrations to localise storefronts, a platform to help brands manage customer and marketplace relations, and analytics, competing against the likes of SAP, Oracle, Adobe and Salesforce (but not, he said in answer to my question, Commercetools, which builds Shopify -style API tools for mid and large-sized enterprises and itself raised $145 million last month).
E-commerce, as we’ve pointed out, is a business of economies of scale. Case in point: While VTEX processes some $2.5 billion in transactions annually, it makes a relatively small return on that — $69 million, to be exact. This, plus the benefit of analytics on a wider set of big data (another economy of scale play), are two of the big reasons VTEX is now doubling down on growth in newer markets like Europe and North America. The company now has 122 integrations with localised payment methods.
“At the end of the day, e-commerce software is a combination of knowledge. If you don’t have access to thousands of global cases you can’t imbue the software with knowledge,” Gomide said. “Companies that have been focused on one specific region are now realising that trade is a global thing. China has proven that, so a lot of companies are now coming to us because their existing providers of e-commerce tools can’t ‘do international.’ ” There are very few companies that can serve that global approach and that is why we are betting on being a global commerce platform, not just one focused on Latin America.”
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Game launches these days are frequently the very worst time to play them. Plagued by bugs, server issues, balance problems and a lack of content, many “games as a service” titles are best consumed after a month or two. Not so with Hideo Kojima’s long-awaited Death Stranding, which, if you’re going to play at all… you should probably play now.
This type of game comes out once every year or two: A title where the gradual discovery of mechanics and ideas by the players is part of the adventure. Being part of that vanguard of players who go in unsure of what to expect, learning by doing and sharing that information with others has a special feeling, not of exclusivity exactly, but of a collective experience.
Sure, playing the new Call of Duty on day one can be thrilling, but it’s not exactly a journey of discovery. Furthermore, games like those tend to get better after the first few months as content is added, gameplay is tweaked and so on.
But just as some TV and movies are best seen with friends on the day they’re released, some games beg to be played before they become over-amply documented, their mysteries vivisected and wikified.
The most frequent entries on this list are From Software’s Dark Souls type games, the esoteric workings of which are sometimes never fully revealed even years later. Bloodborne is still yielding up its secrets even now, for instance.
The Legend of Zelda: Breath of the Wild was another one, in which it wasn’t exactly that people were finding hidden things or speculating on lore, but rather finding how open-ended the world really was and demonstrating that in ingenious ways. When someone figured out you can trick an enemy into being struck by lightning by slipping them a metal weapon in a thunderstorm, it was like a million gamers worldwide squinted, said “wait, what?” and ran to their Switch to try it.

Death Stranding is likewise “appointment gaming,” because… well, it’s so weird. But it definitely belongs in the company of those games that are best experienced while steaming hot, like the frequent showers you’ll see Norman Reedus take in it. I’m glad I let a friend of mine convince me to jump in right away.
Don’t worry, I won’t be spoiling anything you don’t learn in the first couple of hours. But there is a mechanic where items like ladders or climbing ropes you lay down to help navigate the terrain get shared with other people for their own use. Just as there is glory in being the first to call down lightning in Zelda, there’s a glory (slightly more obscure admittedly) in being the first to go a certain way and let others follow in your footsteps.
Lay down a bridge to reach a shelter more easily while carrying lots of cargo, and you may find that a day or two later, thousands of people have used it, given it “likes,” and maybe even upgraded or expanded it with their own resources.
The thing about this is that in a year or two, the locations of these bridges will have been optimized and documented for all to know, as if they were part of the game’s landscape to begin with. Where’s the fun in that? It’s a pleasure knowing that the environment around you is being improvised by players all over the world.

Similarly, there are “aha” moments already occurring. You’re told directly that your character’s bodily fluids seem anathema to the ghostly “BTs” that are your most serious enemies. You’re also given the option, once you’ve drunk sufficient quantities from your canteen, to have a wee. Someone made that connection and decided to wee on the horrible ghostly BTs — and it repels them!
And a million gamers squint, say “wait, what?” and run to their PS4 to try it.
That collective experience that we shared when we sat in the same room to watch the Game of Thrones finale or, before that, Lost’s ultimately regrettable but thrilling perambulations, is present here in Death Stranding, as it has been for other games before it.
Is Death Stranding a game for everyone? Hell no. But nor was Dark Souls. Death Stranding is a game that is frequently original and odd and surprising, while also occasionally being heavy-handed, tedious and obtuse. We need more of that in the increasingly cynical and predictable world of AAA gaming.
By its nature Death Stranding is something that, if you don’t give it a hard pass (and I definitely get that), you should be playing today — not next year or even next month. Get it, then be patient, be weird, have fun and send likes.
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What can you do with virtual reality when you have complete control of the physical space around the player? How “real” can virtual reality become?
That’s the core concept behind The Void. They take over retail spaces in places like Downtown Disney and shopping malls around the country and turn them into virtual reality playgrounds, They’ve got VR experiences based on properties like Star Wars, Ghostbusters, and Wreck-It Ralph; while these big names tend to be the main attractions, they’re dabbling with creating their own original properties, too.
By building both the game environment and the real-world rooms in which players wander, The Void can make the physical and virtual align. If you see a bench in your VR headset, there’s a bench there in the real world for you to sit on; if you see a lever on the wall in front of you, you can reach out and physically pull it. Land on a lava planet and heat lamps warm your skin; screw up a puzzle, and you’ll feel a puff of mist letting you know to try something else.
At $30-$35 per person for what works out to be a roughly thirty-minute experience (about ten of which is watching a scene-setting video and getting your group into VR suits), it’s pretty pricey. But it’s also some of the most mind-bending VR I’ve ever seen.
The Void reportedly raised about $20 million earlier this year and is in the middle of a massive expansion. It’s more than doubling its number of locations, opening 25 new spots in a partnership with the Unibail-Rodamco-Westfield chain of malls.
I sat down to chat with The Void’s co-founder and Chief Creative Officer, Curtis Hickman, to hear how they got started, how his background (in stage magic!) comes into play here, how they came to work with massive properties like Ghostbusters and Star Wars, and where he thinks VR is going from here.
Greg Kumparak: Tell me a bit about yourself. How’d you get your start? How’d you get into making VR experiences?
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You may not have heard of Kobalt before, but you probably engage with the music it oversees every day, if not almost every hour. Combining a technology platform to better track ownership rights and royalties of songs with a new approach to representing musicians in their careers, Kobalt has risen from the ashes of the 2000 dot-com bubble to become a major player in the streaming music era. It is the leading alternative to incumbent music publishers (who represent songwriters) and is building a new model record label for the growing “middle class’ of musicians around the world who are stars within niche audiences.
Having predicted music’s digital upheaval early, Kobalt has taken off as streaming music has gone mainstream across the US, Europe, and East Asia. In the final quarter of last year, it represented the artists behind 38 of the top 100 songs on U.S. radio.
Along the way, it has secured more than $200 million in venture funding from investors like GV, Balderton, and Michael Dell, and its valuation was last pegged at $800 million. It confirmed in April that it is raising another $100 million to boot. Kobalt Music Group now employs over 700 people in 14 offices, and GV partner Avid Larizadeh Duggan even left her firm to become Kobalt’s COO.
How did a Swedish saxophonist from the 1980s transform into a leading entrepreneur in music’s digital transformation? Why are top technology VCs pouring money into a company that represents a roster of musicians? And how has the rise of music streaming created an opening for Kobalt to architect a new approach to the way the industry works?
Gaining an understanding of Kobalt and its future prospects is a vehicle for understanding the massive change underway across the global music industry right now and the opportunities that is and isn’t creating for entrepreneurs.
This article is Part 1 of the Kobalt EC-1, focused on the company’s origin story and growth. Part 2 will look at the company’s journey to create a new model for representing songwriters and tracking their ownership interests through the complex world of music royalties. Part 3 will look at Kobalt’s thesis about the rise of a massive new middle class of popular musicians and the record label alternative it is scaling to serve them.
It’s tough to imagine a worse year to launch a music company than 2000. Willard Ahdritz, a Swede living in London, left his corporate consulting job and sold his home for £200,000 to fully commit to his idea of a startup collecting royalties for musicians. In hindsight, his timing was less than impeccable: he launched Kobalt just as Napster and music piracy exploded onto the mainstream and mere months before the dot-com crash would wipe out much of the technology industry.
The situation was dire, and even his main seed investor told him he was doomed once the market crashed. “Eating an egg and ham sandwich…have you heard this saying? The chicken is contributing but the pig is committed,” Ahdritz said when we first spoke this past April (he has an endless supply of sayings). “I believe in that — to lose is not an option.”
Entrepreneurial hardship though is something that Ahdritz had early experience with. Born in Örebro, a city of 100,000 people in the middle of Sweden, Ahdritz spent a lot of time as a kid playing in the woods, which also holding dual interests in music and engineering. The intersection of those two converged in the synthesizer revolution of early electronic music, and he was fascinated by bands like Kraftwerk.
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After months of anticipation, Nintendo Switch is ready to shed more light on its China launch. The Japanese console giant and Tencent are “working diligently” to bring the Switch to the world’s largest market for video games, the partners announced on Weibo (the Twitter equivalent in China) today.
The pair did not specify a date when the portable gaming system will officially launch, as the government approval process can take months. But there are signs that things are moving forward. For example, Tencent has been given the green light to run a trial version of the New Super Mario Mario Bros. U Deluxe and a few other blockbuster titles in China.
On August 2, the partners will jointly host a press conference for Switch — no product launch yet — in Shanghai, Tencent confirmed to TechCrunch. It appears to be a strategic move that coincides with the country’s largest gaming expo China Joy beginning on the same day in the city.
Tencent and Nintendo are hosting a media event on August 2nd 2019 in Shanghai for Nintendo Switch.
Steven Ma, Senior Vice President of Tencent and Satoru Shibata, executive at Nintendo, will attend.
Should be more details of Switch launch in China. pic.twitter.com/MULC7jMSqg
— Daniel Ahmad (@ZhugeEX) July 24, 2019
Sales of Nintendo Switch in China, made possible through a distribution deal with Tencent, will likely add fuel to Nintendo’s slowing growth. It can also potentially diversify Tencent’s gaming revenues, which took a hit last year as Beijing tightened controls over online entertainment.
Switch faces an uphill battle as consoles, including Sony PS4 and Microsoft Xbox, have for years struggled to catch on in China. The reasons are multifaceted. China had banned consoles until 2014 to protect minors from harmful content. The devices are also much less affordable than mobile games, making it difficult as a form of social interaction in the mobile-first nation.
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