2K Announces Development of First WWE Simulation Video Game for Mobile Devices with WWE® 2K
First WWE simulation-based experience for mobile set to deliver authentic in-ring action, Create-a-Superstar, Career Mode, live multiplayer matches, unlockable rewards and more
Key features of WWE 2K currently include:
- Playable roster of many fan-favorite WWE Superstars, including John Cena®, Hulk Hogan®, Sting®, Triple H®, Undertaker®, Daniel Bryan®, Roman Reigns™, Seth Rollins™, Dean Ambrose™ and Bray Wyatt™;
- Authentic WWE action, including three match types, full WWE Superstar ring entrances and comprehensive move sets;
- Create-a-Superstar;
- Career Mode;
- Live Multiplayer Matches;
- Unlockable Rewards.
“WWE 2K marks a great milestone in 2K’s partnership with
WWE, as we bring the first authentic WWE simulation experience to market
for mobile devices,” said
Developed by n-Space in conjunction with Visual Concepts, a 2K studio, WWE
2K will be available for
For more information on WWE 2K and 2K, visit wwe.2k.com,
become a fan on
2K is a wholly owned publishing label of
About WWE
WWE,
a publicly traded company (NYSE: WWE), is an integrated media
organization and recognized leader in global entertainment. The company
consists of a portfolio of businesses that create and deliver original
content 52 weeks a year to a global audience. WWE is committed to family
friendly entertainment on its television programming, pay-per-view,
digital media and publishing platforms. WWE programming reaches more
than 650 million homes worldwide in 35 languages. WWE Network, the
first-ever 24/7 over-the-top premium network that includes all 12 live
pay-per-views, scheduled programming and a massive video-on-demand
library, is currently available in more than 170 countries. The company
is headquartered in
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Forward-Looking Statements: This press release contains forward-looking
statements pursuant to the safe harbor provisions of the Securities
Litigation Reform Act of 1995, which are subject to various risks and
uncertainties. These risks and uncertainties include, without
limitation, risks relating to: WWE Network; major distribution
agreements; our need to continue to develop creative and entertaining
programs and events; a decline in the popularity of our brand of sports
entertainment; the continued importance of key performers and the
services of
About
Headquartered in
About 2K
Founded in 2005, 2K develops and publishes interactive entertainment
globally for console systems, handheld gaming systems and personal
computers, including smartphones and tablets, which are delivered
through physical retail, digital download, online platforms and cloud
streaming services. 2K publishes titles in today’s most popular gaming
genres, including shooters, action, role-playing, strategy, sports,
casual, and family entertainment. The 2K label has some of the most
talented development studios in the world today, including Firaxis
Games, Visual Concepts, 2K Marin, 2K Czech, 2K
*According to 2008 - 2015 Metacritic.com and The
NPD Group estimates of U.S. retail video game sales through
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Cautionary Note Regarding Forward-Looking Statements
The statements contained herein which are not historical facts are
considered forward-looking statements under federal securities laws and
may be identified by words such as "anticipates," "believes,"
"estimates," "expects," "intends," "plans," "potential," "predicts,"
"projects," "seeks," "will," or words of similar meaning and include,
but are not limited to, statements regarding the outlook for the
Company's future business and financial performance. Such
forward-looking statements are based on the current beliefs of our
management as well as assumptions made by and information currently
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and changes in circumstances that are difficult to predict. Actual
outcomes and results may vary materially from these forward-looking
statements based on a variety of risks and uncertainties including: our
dependence on key management and product development personnel, our
dependence on our products and our ability to develop other hit titles
for current and next-generation platforms, the timely release and
significant market acceptance of our games, the ability to maintain
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important factors and information are contained in the Company's Annual
Report on Form 10-K for the fiscal year ended
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Source: Take-Two Interactive
2K Jaime Jensen, 415-507-7910 jaime.jensen@2k.com or Take-Two Interactive Software, Inc. Corporate Press Alan Lewis, 646-536-2983 alan.lewis@take2games.com or Access Communications for 2K Ian Guss, 917-522-3536 iguss@accesspr.com or WWE Matthew Altman, 203-352-1177 matthew.altman@wwecorp.com
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