VideoReel - Commercial

VideoReel - Commercial

New studio Modern Games acquires Beasts of Balance

Modern Games is a brand-new studio working to create competitions that compound physical and digital play.

The company was founded by husband-and-wife team Justin and Amanda Kifer — serial financiers which have already been launched companies including Citizen Local( acquired by MyLife in 2011) and Fidgetly, a fidget spinner firm that too organized a action controller for iOS and Android games.

It sounds like the Kifers have a number of brand-new claims in development, but the company is announcing today that it has acquired and is relaunching an existing game, Beasts of Balance.

The game was first released by Sensible Object in 2016. As demonstrated for me by Justin Kifer( the startup’s CEO ), Beasts of Balance involves stacking physical animal patches, while also scanning them into a friend app that impedes score and introduces their fantastical sciences to life. The basic recreation penalties $99( currently on sale for $79 ), and players can purchase stretch multitudes to get additional supplements, brutes and other ” artefacts .”

The other Modern Games titles secreted this year will be purely physical board and card plays, liberated under its Modern Games[ Analog] brand. Kifer told him that the company’s big “flagship” launch is planned for 2021, with a portable sport that involves augmented world and connected objects, and that currently exists in a rich science fiction/ fantasy world. In fact, Kifer’s even writing a series of young adult romances to flesh out the setting.

” I want people to think of Modern Games as a studio that is working hard every day propagandize the boundaries what it is to play a game ,” he said.

Beasts of Balance

Image Credits: Modern Games

Kifer suggested that by combining physical and digital gameplay, Modern Games’ claims will have the real-world social factor of a traditional tabletop tournament while taking advantage of gameplay that’s also probable digitally.

Kifer also said that by ever commencing with a core physical make that players need to buy, the company can avoid having to go the free-to-play route adopted by most mobile games. At the same time, he also emphasized that the company will keep the games relatively affordable, with a sub- $40 expenditure for core produces.( There were will be additional monetization through physical and digital add-ons .)

On the other hand, our remote demo made it clear that there’s a downside to “il rely on” a physical commodities — since we weren’t in the same room( and, devoted COVID-1 9, are unlikely to be anytime soon ), Kifer and I couldn’t actually play the game together.

” The tournaments that we’re working on right now are also multi-player ,” Kifer said when I objected this out.” They’re activities that could be played in proximity to other others, but they don’t “ve got to be”. For us, it’s all about fetching people together in ways that are inherently social, but it doesn’t necessarily mean physically co-located .”

We need more video games that are social stages firstly, plays second

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