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Croix Noire comic books come to life in a video game and full-length album

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The creators of the popular Croix-Noire comic books have announced the re-launch of ACE HANSEL JR Cyborg Attack – the official video game based on the series. The major update to the game, built by metaverse creator studio Dubit, coincides with the release of the hotly anticipated Songs From Croix-Noire album.

Croix-Noire is the brainchild of music legend Mike Batt and Jean-Charles Capelli, an entrepreneur by day and singer-songwriter by night. The comic books are brought to life by the artwork of legendary Marvel/DC comic artist Mike Collins (Superman, Spiderman, Star Trek, Doctor Who), and the storytelling of EMMY-winning writer and novelist David Quantick (Book of Love, Veep). Since the first monthly issue of the 7-part epic was released in April 2022, Croix-Noire’s main protagonists – dubious superhero ACE HANSEL JR and grizzled sidekick Colonel Talbot – have swiftly built a cult following.

Now, fans can explore the Croix-Noire neighbourhood themselves in Dubit’s Roblox game, which faithfully recreates its seedy surroundings. Players drop into a chaotic world, and use a range of lethal weapons and emotional gadgetry to defend themselves and the streets of Croix-Noire from the ever-present threat of cyborg attack. As a creator of metaverse games, experiences and events, Dubit already has an extensive track record of working with leading IP such as Nickelodeon’s SpongeBob SquarePants, as well as music artists such as Charli XCX, whose recent performance in Roblox was nominated for an MTV VMA award.

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The game’s re-launch coincides with the release of Songs From Croix-Noire, a full-length album by ACE HANSEL JR (voiced by Jean-Charles Capelli). The album is the perfect accompaniment to the Roblox action and comic book series, creating a truly immersive cross-media experience, and is available on vinyl, CD, cassette and digital.

Jean-Charles Capelli said:”Everyone has a place they return to in their dreams. It might be real or imaginary. It might be a mixture of the two. You might spend the rest of your life trying to work out why you keep going back there. For me, Croix-Noire is that place. Join me as ACE HANSEL JR in the Cyborg Attack game, but watch your back, as this kaleidoscopic world will suck you in and spit you back out!”

Mike Batt said:“Croix-Noire is a world that merges fantasy and reality. We’re very proud of this album as a standalone music experience. It’s not a soundtrack album. Combined with the comic book series album and now newly upgraded Roblox game, the sheer depth of immersion available for fans of the project is unparalleled.”

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The Only Tremor That Mattered: Indie Creativity Shook the Room The Very Big Indie Pitch!

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The Very Big Indie Pitch (VBIP), a high-energy, speed-dating-style pitching competition held alongside Pocket Gamer Connects, returned to San Francisco for its second post-COVID edition. Developers had just five minutes to impress a room full of expert judges with their games: Refining their pitches and gaining invaluable feedback. But the biggest shock of the day wasn’t the earthquake that rattled the venue, but the sheer creativity and innovation on display from a diverse group of indie developers.

With over 100 entries spanning open-world adventures, fast-paced arcade games, and competitive multiplayer battlers, this year’s submissions covered an astonishing range of genres. The winners stood out for their bold, fresh takes on gaming:

  • The first place went to Hawk Shaw: Private Eye by Exit 73 Game with its point-and-click adventure game with unique artwork inspired by Pink Panther. The judges praised the well organised pitch and stylized pitch deck.

  • In second place came Purrfect Employee by Second Way Studios for its unique VR game concept where players act as a cat trying to cause chaos in an office while not losing one’s job. The joyful concept really impressed the judges.

  • In third place was Blocks for Babies by BunkSoft Interactive LLC a merge of Tetris and Doom made for a new and completely different mash-up of two classic games, proving that indie games continue to push boundaries.

 

The judges also praised NAME OF THE WILL for its stunning Hong Kong-style artwork and unique story as well as Detective Dotson. A unique storyline about a detective who wants to be a Bollywood star.

“The Very Big Indie Pitch had a fantastic showing this year!” Said Jupiter Hadley, The Big Indie Pitch lead and Staff Writer. “There were so many indie games, all taking the time to pitch their projects and see what our judges said. In the deliberation, the judges spent a lot of time giving positive feedback and commented on how strong this year’s showing was.”

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The winning teams earned press packages, expert feedback from judges across PR, journalism, publishing, marketing, and live ops, and valuable industry recognition; giving their games a powerful visibility boost.

 “One of the things I liked best about the VBIP is it was a chance to “battle test” our deck,” said winner Greg Lane, Exit 37 Games.  “If you’re emailing it out to people, you never truly know if your deck is telling the story you intend. It was very exciting to have an event where you got to the heart of what the game is and could explain it in person.”

This year’s Very Big Indy Pitch combined Console, PC, Mobile and rare VR entries, showcasing the vibrant diversity of indie development. The earthquake may have been a fleeting surprise, but the aftershocks of creativity will be felt for a long time.

Steel Media and Big Indy Pitch are already gearing up to deliver even more developers and experts next time for even more insight and excitement.

“We loved doing the Very Big Indie Pitch! Not only was it a great challenge to pare down our pitch to the essentials, it also helped us prepare for a week of quick introductions and elevator pitches.” said Noah Ritz, BunkSoft Interactive LLC

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The post The Only Tremor That Mattered: Indie Creativity Shook the Room The Very Big Indie Pitch! appeared first on Gaming and Gambling Industry in the Americas.

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Riot Games announces Legends Ascend South Asia

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Riot Games has announced the launch of Legends Ascend South Asia in association with Aftermath Ventures. Kicking off on April 27, the tournament will be an open-for-all, online-only amateur competition, marking a bold new chapter for competitive League of Legends in the region.

Legends Ascend South Asia runs for four months and features a robust tournament structure, including three open qualifiers, a round-robin league stage, and double-elimination playoffs. With a prize pool of INR 10,00,000, the tournament reflects a strong commitment to building a structured and credible competitive scene for League of Legends players in the region. The winning team will also qualify for the League of Legends Championship Pacific (LCP) Wildcard Playoffs, where teams will battle for a place in the LCP promotion and relegation tournament.

Speaking on the upcoming Legends Ascend, Arun Rajappa, Country Manager India & South Asia, Riot Games, said: “Legends Ascend is about giving players in South Asia a real shot at competitive League of Legends. It’s a step towards building a stronger, more connected community where players and fans can all find more ways to play, engage, grow, and be part of something bigger.”

Tailored for the region’s core League of Legends players, Legends Ascend offers a structured, high-intensity environment that rewards skill, strategy, and consistency. Open to teams from India, Pakistan, Bangladesh, Sri Lanka, Nepal, Bhutan, and the Maldives, the tournament presents a global competitive model, delivering a professional experience from start to finish. Teams can sign up for open qualifier #1 by registering here.

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Mansoor ‘Nabu’ Ahmed, Founder & CEO, Aftermath Ventures, said: “Legends Ascend South Asia is more than just a tournament—it’s a platform built to empower a new generation of League players in the region. From playing the game ourselves to now hosting it for the community, this moment is incredibly special. Our partnership with Riot Games marks a milestone in our mission to create consistent, high-quality opportunities for emerging talent. We’re excited to see South Asia rise, compete, and make its mark on the global League of Legends stage.” All matches will be broadcast on Aftermath Ventures’ FragNation YouTube Channel, giving fans front-row access to every game-changing moment, clutch play, and underdog stories that could define the next breakout star.

The initiative is a step forward in Riot’s long-term mission to cultivate a sustainable competitive community in South Asia by creating more opportunities for amateur players in the region.

Legends Ascend South Asia: All You Need to Know

  • Registration: Registrations for the Legends Ascend begin on April 27, 2025.
  • Registration Link: Teams can sign up for open qualifier #1 by registering here.
  • Tournament Format: Teams from across South Asia can compete through 3 Open Qualifiers, followed by a Round Robin League stage, and culminating in double-elimination playoffs.
  • Duration: 27th April to 3rd Aug 2025
  • Broadcast: Live Broadcast for Legends Ascend begins on May 4 on Aftermath Ventures’ FragNation YouTube Channel
  • Prize Pool: INR 10,00,000

○ The winner also qualifies for the League of Legends Championship Pacific (LCP) Wildcard Playoffs.

Key Dates

  • Open Qualifier #1:

○Registrations: 27th April to 3rd May

○Matches: 4th to 11 May

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  • Open Qualifier #2:

○Registrations: 12th to 17th May

○Matches: 18th to 25th May

  • Open Qualifier #3:

○Registrations: 26th May to 31st May

○Matches:1st to 8th June

Round Robin League: 13th June to 20th July

Playoffs (Top 4 Double Elimination): 25th July to 3rd August

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The Legends Ascend South Asia Amateur Online Championship is the beginning of a new chapter for League of Legends in the region. Whether you’re a player looking to prove your skill or a fan ready to cheer

for your favorite underdog, Legends Ascend invites everyone to witness the rise of South Asia’s next generation of League stars.

Stay tuned to Riot Games India & South Asia’s social channels and Aftermath Ventures’ FragNation YouTube channel for live match coverage, team stories, and tournament updates. Get ready for action-packed weekends as the Legends Ascend live broadcast goes live starting May 4, exclusively on the Fragnation YouTube channel.

The post Riot Games announces Legends Ascend South Asia appeared first on European Gaming Industry News.

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Global Gaming League Raises $10 Million Funding Round to Revolutionize Gaming Entertainment

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GGL set to systemize and monetize the world’s largest untapped entertainment audience – the over 3 billion people who play video games worldwide

Las Vegas, NV, April 08, 2025 (GLOBE NEWSWIRE) — The Global Gaming League (GGL), a global gaming entertainment and media company, announced today the raise of $10 million for its SAFE round led by Solyco Capital. GGL was founded by Grammy-nominated, multi-platinum music producer and entrepreneur Clinton Sparks, in partnership with music icon T-Pain and tech visionary Jeff Hoffman (Priceline, UBid, Booking.com).

The Global Gaming League is a first of its kind multi-title gaming league with celebrity owned teams made up of four players each – high profile influencers, actors, athletes, artists, casual and professional gamers – who compete in live events playing everything from first person shooter, sports titles and fighting games to the latest releases and retro favorites. The GGL is not an esports league – it’s a gaming entertainment league that brings together every style of play and every kind of player. It’s multigenerational, multicultural, and converges gaming, music, sports, fashion, celebrity, competition and culture.

“There are over 3 billion gamers around the world,” said Clinton Sparks, Founder and CEO of GGL. “But there’s still no centralized platform that gives everyday players the spotlight—while authentically connecting brands, celebrities, and competition in a way that’s truly entertaining. That’s where GGL comes in. Imagine the energy of the Super Bowl, the fandom of Comic-Con, and the culture of ComplexCon and Coachella. There is currently no place for investors to have any meaningful return on a gaming investment, brands to consistently get an ROI with gaming, publishers to expand their IP to new audiences, celebrities to have an authentic footprint in gaming and nothing set up for all gamers to build a career as a gamer, and have a chance to be recognized globally as true athletes. Until now.”

The GGL’s matches will take place at their state-of-the-art campus and arena in Las Vegas, the entertainment capital of the world and the home of the Global Gaming League. GGL’s studio facility The Campus powered by Vū, is set to elevate the city’s connection with the video gaming community forever. It is the most technologically advanced studio in the area, boasting the largest wrap-around digital screen in the Western U.S. (second only to Sphere) and 43,000 square feet of space with everything for Hollywood-level film and television production and VIP events of all kinds. GGL delivers unforgettable experiences, high-impact sponsorship moments, and a new entertainment format where the audience is just as important as the action.

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“Everybody games,” said T-Pain, GGL Director of Strategy and team owner. “67% of people between the ages of 5 and 90 game in some form—in fact, more people watch video gaming than any sport (short of the NFL). 46% of gamers are female, colleges give scholarships for gaming now. and the average gamer is 36 years old, despite most thinking it’s only for kids. Gaming is a faster, cheaper and safer path to success than traditional sports.”

The Global Gaming League is providing real opportunity for gamers around the world to be drafted and earn a salary as a player on a celebrity owned team through the global nomination submission process where gamers can log on to globalgamingleague.com and sign up. Since announcing this, the league has over a quarter of a million entries to play for one of the celebrity-owned teams.

The first team owners to be revealed include:

  • T-Pain – Grammy-winning artist and beloved voice in gaming culture
  • Bryce Hall – TikTok star, Bare Knuckle brawler and digital entrepreneur
  •  Flavor Flav – Hip hop legend, reality show icon, and official host of the Olympics
  • Ric Flair  – 16-time world champion legendary professional wrestler known for his flamboyant personality and signature catchphrase, “Wooooo!”

GGL will be announcing more team owners in the coming weeks pulling from music, film, sports, fashion, social media and gaming.

Game time is the new prime time.

Gaming is projected to surpass $300 billion by 2026—outpacing TV, film, and music combined. But it’s not just the revenue—it’s the attention. Unlike traditional media, where viewers are distracted, multitasking, or skipping ads, gaming commands full focus. There’s no second screen. No passive scrolling. Just millions of fully immersed fans, locked in and actively engaged.

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For brands, this isn’t just a new channel—it’s a new kind of consumer. One who’s not just watching, but participating. One who’s emotionally invested in the moment and wide open to authentic brand experiences that enhance gameplay rather than interrupt it.  This is where advertising stops feeling like an ad—and starts becoming part of the story.

“Gaming is a blue ocean opportunity for brands, investors, and new business. Gamers spend 30% more on retail than non-gamers and that number goes up in key categories like automobiles, travel and technology,” said John Garcia, Founder and Managing Partner of Solyco Capital. “Gamers don’t just play—they influence. Today’s gamer spans generations and lifestyles. They watch, buy, and move culture. When I met Clinton Sparks and listened to his vision, I knew this wasn’t just another business idea—it’s a key future in media.”

More Than a League — A Launchpad for Talent, Education, and Opportunity

The launch also includes the GGL Academy—a first-of-its-kind initiative focused on empowering advancement through gaming education, career pathways, and scholarship opportunities. The Academy is built to train, mentor, and connect aspiring gamers, creators, and professionals to real-world roles across the gaming, entertainment, and tech industries.

Strategic partnerships with NYU, UNLV, and Syracuse are already underway, building a direct pipeline from the classroom to the arena. With 74% of Gen Z expressing interest in careers in gaming or digital media, GGL is creating the infrastructure to meet that demand—especially in underserved communities where access to opportunity has been historically limited.

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“I came out of retirement for this,” said  Jeff Hoffman, GGL Chairman of the Board. “Because this isn’t just about gaming—it’s about access. GGL has the power to connect cultures, build international bridges, uplift underserved communities and close age gaps. And it’s not just meaningful—it’s good business. We’re building a platform that can monetize at scale while making a positive impact. That’s rare, and that’s why I’m all in.”

Sparks adds, “The Global Gaming League is positioned to make gaming a household name in the same manner that the WWE did with wrestling and the UFC did with mixed martial arts, by systemizing and democratizing an industry that already exists with billions of users and hundreds of billions already being generated. Get familiar with the Global Gaming League.”

About Global Gaming League:
GGL is a new kind of league—where gaming, culture, music, sports, fashion, and reality TV collide. With celebrity-led teams, live competitions, global fan engagement, and next-gen media experiences, GGL is building the first entertainment system for the world’s largest and most engaged audience. More info at globalgamingleague.com.

About Solyco Capital:
Solyco Capital is a unique private equity group that delivers capital solutions for late-stage startup and growth companies. Headquartered in Detroit, with offices in Orange County, Dallas, and Miami, Solyco supports high-growth companies with operational guidance through Solyco Advisors. Learn more at solycocapital.com.

Visit: GlobalGamingLeague.com

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