The 2K series of WWE games has made great strides to give fans an in depth career mode and this year is no different as we get a glimpse at the WWE 2K15 MyCareer mode. Players will be able to take their created superstar and fight their way through NXT in the hopes making their way to the WWE main roster and eventually a WWE championship. The addition of NXT is welcomed as it truly is an integral part in the development of the stars of tomorrow.

The awesome part of NXT being used though are the roster additions. Players will be able to mix it up against some of NXT’s elite including Rusev, Bo Dallas, Adrian Neville, Sami Zayn and Corey Graves, all of whom will also be available as playable characters. It is great to see Corey Graves in there as he has been sidelined by concussions even if it is digitally.

 

Fans of the NBA 2K series have always spoken highly of MyCareer mode and I am sure certain elements were used in the framework for WWE 2K15. I am looking forward to November 18th so keep it locked here more WWE 2K15 news.

[toggles behavior=”accordion”] [toggle title=”Show Press Release”]
2K Announces MyCareer Details for WWE® 2K15

First-ever comprehensive career mode in WWE video game history takes players
on the journey from prospective WWE Superstar to WWE World Heavyweight Champion

New York, NY – September 30, 20142K today announced additional details for MyCareer in WWE® 2K15, the forthcoming release in the flagship WWE video game franchise. Making its debut as the first comprehensive, career-driven mode in WWE games history, MyCareer will take players through the life of a prospective WWE Superstar, allowing them to experience the journey of being a rookie and working toward the ultimate goal of winning the WWE World Heavyweight Championship.

Players will begin MyCareer by taking characters they create in WWE 2K15’s Creation Suite to the WWE Performance Center in Orlando, Florida. While there, they will be trained by former WWE Superstar and WWE Performance Center head coach Bill DeMott, as they navigate a series of objectives. Successful completion of the objectives will lead players to compete at NXT, WWE’s developmental system for rising young talent, where they will continue with matches and new objectives. At NXT, they will encounter a roster of new and future WWE Superstars, including Rusev, Bo Dallas, Adrian Neville, Sami Zayn and Corey Graves, all of whom will also be available as playable characters.

After mastering their skills in NXT, players will move up to WWE’s main roster, where General Manager Vickie Guerrero will set matches and keep her Superstars focused through ultimatums designed to gain bonus rewards. Players will develop alliances and rivalries while competing to win spots on WWE pay-per-view events and flagship shows like Monday Night Raw® and SmackDown®. They will also compete for the United States Championship and Intercontinental Championship. Successful players will make their way to SummerSlam® and WrestleMania®, where the WWE World Heavyweight Championship will be on the line as the top MyCareer prize.

Decisions made throughout the WWE developmental process, including alliances, rivalries and social media interactions, will impact player personality traits and crowd reactions. As players progress throughout the mode, they will also have opportunities in-game to upgrade their attributes, acquire new abilities, skills and moves, earn new clothing and unlock managers. These decisions, along with a player’s win/loss record, will lead to multiple branching storylines, surprises, twists and turns that offer significant replay value to explore different career paths.

MyCareer is a mode beloved by our NBA 2K fans and is a perfect fit for WWE 2K15,” said Greg Thomas, President at Visual Concepts. “We are eager to deliver a comprehensive career mode experience for the first time and consider its inclusion a critical step forward for the franchise.”

Developed collaboratively by Yuke’s and Visual Concepts, a 2K studio, WWE 2K15 is rated T for Teen by the ESRB. WWE 2K15 is scheduled for release on the PlayStation®3 computer entertainment system and Xbox 360 games and entertainment system from Microsoft on October 28, 2014 in North America and October 31, 2014 internationally. In addition, releases for the PlayStation®4 computer entertainment system and Xbox One, the all-in-one games and entertainment system from Microsoft, are currently scheduled for release on November 18, 2014 in North America and November 21, 2014 internationally. Fans who pre-order WWE 2K15 at any participating retailer will receive two playable Sting characters at no extra cost on launch day.

For more information on WWE 2K15 and 2K, visit WWE.2K.com, become a fan on Facebook, follow the game on Twitter using the hashtags #WWE2K15 and #FEELIT or subscribe to WWE 2K on YouTube.

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 is broadcast in more than 150 countries and 30 languages and reaches more than 650 million homes worldwide. The company is headquartered in Stamford, Conn., with offices in New York, Los Angeles, London, Mexico City, Mumbai, Shanghai, Singapore, Munich, Dubai and Tokyo.

Additional information on WWE (NYSE: WWE) can be found at wwe.com and corporate.wwe.com. For information on our global activities, go to www.wwe.com/worldwide/.

Trademarks: All WWE programming, talent names, images, likenesses, slogans, wrestling moves, trademarks, logos and copyrights are the exclusive property of WWE and its subsidiaries. All other trademarks, logos and copyrights are the property of their respective owners.

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 entering into, maintaining and renewing key agreements, including television and pay-per-view programming and our new network distribution agreements; risks relating to the launch and maintenance of our new network; the need for continually developing creative and entertaining programming; the continued importance of key performers and the services of Vincent McMahon; the conditions of the markets in which we compete and acceptance of the Company’s brands, media and merchandise within those markets; uncertainties relating to regulatory matters; risks resulting from the highly competitive and fragmented nature of our markets; uncertainties associated with international markets; the importance of protecting our intellectual property and complying with the intellectual property rights of others; the risk of accidents or injuries during our physically demanding events; risks associated with producing and travelling to and from our large live events, both domestically and internationally; risks relating to our film business; risks relating to new businesses and strategic investments; risks relating to our computer systems and online operations; risks relating to general economic conditions and our exposure to bad debt risk; risks relating to litigation; risks relating to market expectations for our financial performance; risks relating to our revolving credit facility specifically and capital markets more generally; risks relating to the large number of shares of common stock controlled by members of the McMahon family and the possibility of the sale of their stock by the McMahons or the perception of the possibility of such sales; the relatively small public float of our stock; and other risks and factors set forth from time to time in Company filings with the Securities and Exchange Commission. Actual results could differ materially from those currently expected or anticipated. In addition, our dividend is dependent on a number of factors, including, among other things, our liquidity and historical and projected cash flow, strategic plan (including alternative uses of capital), our financial results and condition, contractual and legal restrictions on the payment of dividends, general economic and competitive conditions and such other factors as our Board of Directors may consider relevant.

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 Australia, Cat Daddy Games and 2K China. 2K’s stable of high quality titles includes the critically acclaimed BioShock®, Borderlands™ and XCOM® franchises, the beloved Sid Meier’s Civilization series, the popular WWE 2K franchise and NBA 2K, the #1 rated and #1 selling basketball franchise*. 2K is headquartered in Novato, California and is a wholly owned label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO). For more information, please visit www.2K.com.

*According to 2008 – 2014 Metacritic.com and The NPD Group estimates of U.S. retail video game sales through August 2014.

“PlayStation” is a registered trademark of Sony Computer Entertainment Inc.

All trademarks and copyrights contained herein are the property of their respective holders.

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 Grand Theft Auto 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 March 31, 2014, including the risks summarized in the section entitled “Risk Factors,” the Company’s Quarterly Report on Form 10-Q for the fiscal quarter ended June 30, 2014, and the Company’s other periodic filings with the SEC, which can be accessed at www.take2games.com.  All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-looking statement, whether as a result of new information, future events or otherwise.[/toggle] [/toggles]

 

  • Jay Santy

    Jaw drops…