What we've been up to...We've been working very hard at checking out games, looking for updates, diving deeper into titles we've already covered, capturing gameplay, making referrals, community building, and growing our following on Instagram. Let's start there. We're going to soon be launching a huge follow-back campaign in an effort to accelerate the growth of our following on Instagram. We'd like to reach a point at which we can double our following each week for a period of three months. Why this goal? Because we'll then have a large enough following to secure endorsements to grow the brand. This will also enable us to launch our Patreon campaign for our YouTube channel and assist with the development of other gaming channels that will eventually come to join our network. Before you cast doubt, this would be something we don't charge anyone upfront for. Rather, we would provide our services in exchange for only 5% of the proceeds until the network is running in full force. At that point we'll either reduce or eliminate the commission and instead generate revenue via endorsement deals. This is a gamers first initiative. The math...Let's run the numbers, so we don't scare anyone off. Bear in mind that we'll genuinely be working for our piece of the pie. No free rides for us here. This protects you, the gamer, ensuring that we keep our promise to provide you the best service we're capable of. You don't grow, we don't get paid. Let's say, for example, that you join us. We promote your channel everywhere we have a presence, refer viewers to your channel, and license branding for your channel. This licensing would come at no upfront cost to you. You wouldn't be required to license out any of your content to us if you didn't want to. It's yours. You control what we promote. Let's now say that we help you reach the level of $1000 per week in gross revenue. That's $52,000 per year. Our commission would be calculated based on the weekly revenue of your channel alone. Anything else you do outside of that, which would be out of our purview, would be completely yours to keep. $1000 per week less 5% = $50 for us and $950 for you For that kind of success, you'd only be paying $50 per week in marketing expenses. That's it. On average, YouTube pays about $1 per thousand views. That means you would be getting around 1 million views per week. Remember that this is just an example. Let's now assess annuals. $52,000 per year less 5% = $2600 for us and $49,400 for you That's a pretty good value for 52 million views per year. But it doesn't end there. All money you earn from other opportunities and initiatives you launch are all your own. Not only would you be making a good living off of just your YouTube channel, your Patreon [which we wouldn't touch] would also greatly add to that. Furthermore, your brand advocacy on platforms like Instagram, Snapchat, TikTok, and Facebook; your earnings on Twitch; and your merchandise earnings would also be all yours. What we'll need from you...1. Your mutual follow 2. Make marketable content for us to share with others and promote (10 upload minimum) 3. Agree to the terms and provide the necessary information 4. Share that content with us, so we can promote it 5. Share and openly discuss our project That's it. As we grow, we'll assign an account manager to you. They'll monitor your channel performance, work closely with you on the direction of your business, help you protect your content, and use all collected data to advise you on how to make the most of your content and community. When would we collect?End of the month. We're not in the business of destroying finances. Got a lot on your plate and need more time? Ask us about our quarterly option. That's end of each quarter: end of March, end of June, end of September, and end of December. We'll do all the math, show our work, and share the numbers with you whenever you meet with us, in person or online. You will never be left in the dark and surprised by the amounts when it's time to collect. Forget to meet with us? We'll email you regularly with updates to your account. How many followers would we have at the end of the initiative?The initiative would be 12 weeks long. If we start at 100 followers, successfully doubling each week, we would end this campaign with around 409,600 followers. We would also be mutually following about that many people. And we won't just be following, we'll make sure we start hiring social media managers to provide engagement for all of these accounts. We succeed, we land endorsements, and we make money, what's next?We start Phase 2. Phase 2 is a brilliant idea we came up with to secure funding for our project. We want to include as many of our supporters as possible. However, we're also being realistic. Of 409,600 followers, we may get around 10,000 who have the ability to make contributions to our campaign. That's totally fine with us. We plan to launch our Patreon campaign with only one tier. That would be $2 per week, which amounts to $20,000 per week in revenue from that platform alone. What would we use it for? Aside from daily business costs, we would use it to set up live action events. We're talking about renting some land and hosting a 1000 player Airsoft battle at 20 minutes per match and $1 per game. Just $10 could net you five hours of playtime. That's more value than an arcade. Entry would be free. Five battlefields, 200 players per battle, three battles on each battlefield per hour, and a total of eight hours of available playtime. Bring your crew, bring your cameras, all your gameplay footage is yours. We'd get some vendors in there and have a good time. We could do that every month with that kind of success. Phase 3 is digital gaming tournaments. In closing..We've got a lot coming down the pipeline that we hope you'll be happy to support us through. We still have the games we want to create and your enjoyment would provide us lots of valuable data to make those the best we can. We've been working so hard on this plan and we apologize for the recent delays. We just really care about bringing you happiness as gamers. Thoughts? Requests? Questions? Leave them down in the comments below and we'll be sure to address them. Thank you for reading our ideas. Take care!
It's finally here! We know, we know! We were very late with the rundown but we had some issues to work through. It's unfortunately not over but we were finally able to complete this particular review. Strap up! It's gonna be a wild ride! There are tons of things to do in this game and they involve a lot of action. The best part about that is the serious attention to detail in terms of artwork. We'll go as far as to say the artistic elements are the best things about this game. The music and the visuals aren't just difficult to beat, they're difficult to even match. It feels like a lot of time went into building this world. Furthermore, the story isn't second great. It's pretty interesting and easy to follow. It comes in small pieces with pretty good dialogue, however, there are times when tutorial pop-ups literally get in the way and don't disappear, leading to missed portions that players will need to revisit. We feel some kind of way about this. It's a bit of an oversight by the testing team. The controls are well thought outThe controls are innovative. What the team gave us was a very simple interface consisting of only four buttons. There's the burst button that shows when you've generated enough energy, the pause button, and the direction buttons. Everything is neatly tucked away inside of accessible menus. This makes the game well organized and keeps the clutter low while players attempt to mow down mountains of enemies. Unfortunately, that's where the benefits end. In the beginning, the controls are tight and responsive. There aren't a lot of adds at first, so devices can easily keep up with all of the inputs. However, even powerful devices like our OnePlus 6T begin to struggle after enough progress in the game has been made. The thing is, we're not exactly sure it's a hardware limitation. When we go back and play again, the performance tends to be better, even if we have other apps going in the background. This leads us to believe this a software issue. Deeper in the game we noticed a lot of input lag, tons of dropped inputs, and even more misreads. This is infuriating when the timer is going, the enemies are powerful, and there are extra challenges to complete. We have lost and rage quit more times than we could count as a result of this issue. Seriously, we would get spanked and didn't actually deserve the difficulty or loss. With this kind of issue, earning a three star rating can be near impossible on some levels and it's easy for far outclassed enemies to just ruin a player's day. Nevertheless, we got good and valiantly fought through these control issues until we finally hit a wall. You can see some of these issues in our gameplay above. The most clear examples are the misses caused by incorrect attacks that stem from these issues, repeated and incorrect attacks that eventually break our combos, and dropped combos and misses that are caused by the input lag. Here's the long and short of it. As it is, at least on Android, this game has loads of promise but came out pretty bad, as you can see in the video above. Look at all the severe frame drops, dropped combos due to input lag, silly challenges and requirements, and mismatches. The game isn't balanced very well, making for a very frustrating time getting through it. Sure, this could be worked around with more characters, but they're very difficult to get. Not that it would make a difference against the world boss, however. They do infinite combos, and have loads of invincibility frames and resets. No one can combo them because they never stop attacking and just fall to the ground whenever they're hit, making them invincible to all other incoming damage. They do tremendous damage to characters that are much higher level than them, and they're defense is crazy high. When these balancing issues are combined with the gameplay issues, it's impossible to get through the game. We played this game for over a month and never got to the end of the story. We simply can't. No amount of skill will help a player beat this game as it is. AI controlled characters have invincibility abilities that the players don't get, there are fake difficulty elements, the time is too brief for some challenges half of the time, the game is grindy and unbalanced, and leveling up is painfully slow. We hate to say it but this is currently a bad game. It's highly shocking that such a highly respected franchise has an entry that's not even as good in quality as Call of Duty Mobile. We can't honestly recommend BlazBlue Revolution Reburning. Our rating: 3.5/10What are your experiences with this title? Do you have any thoughts you'd like to share? Disagree? Let us know in the comments below. Thank you for reading what we had to say. Please don't forget to share, like, subscribe to our channel on YouTube, and follow us on InstaGram: @gamerspointe.
We apologize for our tardiness with the full review of BlazBlue: Revolution Reburning. The review is still coming. Though we did release our gameplay, we have not yet completed the written review of the game. We've experienced some technical issues and some health concerns with the team. We will post the interview as soon as possible and ask that you please lend us your patience. In the meantime, we'd greatly appreciate you sharing our site and our videos with every gamer you know. Thank you so much for your time and support.
|
Categories
All
Archives
February 2024
|