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Here at MMOBomb, we love to poke fun at high-minded mission statements, and this one fits the bill. Our focus is now even more on what the players need and what drives our franchise to the next level." CEO Jean-Marc Broyer said that the new identity "sets the stage for a new beginning for Reto Moto. In the larger sense, Reto Moto is touting a new "visual identity" and "vision for the future" with the rebranding to Heroes & Generals WWII. Learn more about Stronghold on the H&G website. In addition, recoil on hand weapons has been improved, which might finally make that submachine gun I bought early in the game viable. You can ride into battle in style with some of the game's newest, hard-hitting vehicles: the German Panzerjäger V Jagdpanther, the Soviet SU-100, and the US M36 Tank Destroyer.
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which war was it, again?ĭescribed as "urban combat at its best," the Defense of the Brest Fortress is the new battle.
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Now rebranded as "Heroes & Generals WWII," the free-to-play wargame has a new update live today, called Stronghold, which brings with it new vehicles, new weapon mechanics, and one of the most iconic battles of. I think there are enough consumers to sustain multiple business models, I don't think it will necessarily be a case of one size fits all.If you weren't sure just what war you were fighting when you played Heroes & Generals, Reto Moto's got you covered. That's a tricky one as there are so many gamers out there, and they all want to access their chosen games in their preferred ways. In many different ways a F2P model is ideal for our game it suits our massive campaign game to have a huge population, and the monetization model works for both the core players and the players with less playing time available.ĭo you think free-to-play will eventually replace the traditional $50 / £40 upfront game? Or live alongside it? We could really see the benefits from having a F2P model, both in terms of a business model and as a way of growing a large numbers of players. But when World of Tanks entered the global scene in 2011 everything changed. At first we looked at EVE Online - fascinated by both their solid and steady growth in users - and of course their business model. Our business case was built on a classic subscription based model, but we all came from a company with AAA boxed titles, so we didn't have any experience with online multiplayer games - and no clues whatsoever about subscription based games. We were ten guys who started Reto-Moto a little over four years ago - when the world almost didn't know anything about F2P.
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