2K Announces Availability of First Simulation-Based WWE Video Game on Mobile Devices with WWE® 2K
New mobile game delivers roster of notable WWE Superstars, authentic in-ring action, Create-a-Superstar, Career Mode, live multiplayer matches, unlockable rewards and more
WWE 2K for mobile devices includes a playable roster of WWE Superstars and Legends, including Hulk Hogan®, John Cena®, Sting®, Triple H®, Undertaker®, Daniel Bryan®, Roman Reigns™, Seth Rollins™, Dean Ambrose™ and Bray Wyatt™. Players will experience authentic WWE action, including multiple match types, full WWE Superstar ring entrances and comprehensive move sets. In addition, they will access modes inspired by the flagship WWE 2K franchise on consoles, including Create-a-Superstar and Career Mode, as well as live multiplayer matches and unlockable rewards.
“As the first simulation-based WWE video game for mobile devices, WWE
2K provides an opportunity to experience virtual WWE action
anywhere and at any time,” said
Developed by n-Space in conjunction with Visual Concepts, a 2K studio, WWE
2K is available now 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
available to them, which are subject to inherent uncertainties, risks
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
acceptable pricing levels on our games, our ability to raise capital if
needed and risks associated with international operations. Other
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 Access Communications for 2K Ian Guss, 917-522-3536 iguss@accesspr.com or Take-Two Interactive Software, Inc. Alan Lewis, 646-536-2983 (Corporate Press) alan.lewis@take2games.com or WWE Matthew Altman, 203-352-1177 matthew.altman@wwecorp.com