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Can Ghostbusters copy Pokémon GO’s success with its own AR mobile game?

You’ll soon be able to trap Ghostbusters ghosts in augmented reality à la Pokémon GO.
A short demo of the game Ghostbusters World was showcased at Google’s MWC booth, highlighting functionality made possible by the public release of Google’s ARCore augmented reality platform. Details are pretty slim for a wide release date other than it’s “coming 2018.”
The title will call on ghosts from the franchise’s “films, TV shows, comic books, theme parks, and video games” according to a press release. Ghostbusters is obviously no Pokémon when it comes to the cult following behind it, but the game does seem like it could have some pretty similar gameplay to Pokémon GO when it launches.

The studio behind the title, South Korea-based publisher FourThirtyThree Inc., has launched a number of popular games, including Blade for Kakao, Monster Super League and Seven Guardians. The studio primarily seems to dabble in RPG-style video games, and early footage makes it seem as though this mechanic will be present in Ghostbusters World. The title was also developed in conjunction with Sony Pictures Entertainment Consumer Products and Ghost Corps.
For what it’s worth from the short video they’ve shown, it does really showcase what AR can add to the game, and how much more integrated with the environment the game is than past AR titles. Whether the title will embrace the location-based community style that made Pokémon GO a bit of a cultural phenomenon is unclear.

Though the announcement was made in conjunction with Google, the game will also be coming to iOS. The developers will be making more announcements about the game at next month’s Game Developers Conference.

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FILA and Pokemon Have Released a Capsule Sneaker Collection

Pikachu, Charmander, Bulbasaur, Squirtle and Jigglypuff are some of the characters anime fans can sport after the release of the FILA and Pokemon sneaker capsule collection.

This collection features some of the fan-favorite characters in six unique colorways including white, blue, black, pink and yellow. The lace-up sneakers are equipped with a white midsole that provides optimal comfort and support, making for a shoe that's ideal for long term wear. In addition, each silhouette has been stylized to feature an adorable pocket-sized monster on the shoe's sole and includes an illustration of a pokeball on the tongue.

The entire collection is set to drop on February 9th in select retailers in Korea but will be available online.

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Niantic's Acquisition of Escher Reality Brings Further Innovation to AR

Niantic, the company behind Pokemon Go, has made a big step in its acquisition of AR firm Escher Reality. Escher Reality is currently exploring the intersection of the physical world and digital world through AR and computer vision. The focus of the company is on multiplatform and multiuser experiences, something that completely unique to Escher Reality as other AR developers lack this focus.Escher Reality began as an idea in the MIT sandbox, and has since received funding from MassChallenge, Autodesk Build, and MassDigi.

This acquisition brings big implications to Niantic's plans with Pokemon Go and any future AR endeavors the company has. Thanks to work done by Escher Reality, Niantic will be able to better integrate physical cues into the AR space and vice versa. By integrating Escher Reality technology into Pokemon Go, Niantic could push a more social experience into the game and could further create a persistent shared world of players and atmosphere.

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OMG I Can not believe this happened..

UGH! My Gen 3 Starter Evolution's, Badges and Dex entries!

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**UPDATED**TRIED MYSELF AND ITS WORKING but few errors not spam!!!



let me know if it worked for you .plz like subscribe and share this video...

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Pokémon GO gets a new and improved augmented reality mode (but only on iOS)

Remember back in June, when Niantic took the stage at WWDC to show off a beta build of Pokémon GO? The one that used Apple’s new augmented reality framework, ARKit, to beef up the game’s AR abilities?
That feature, now called AR+, will ship at last later this week (and a long absent Pokémon should be making an appearance soon.)
Pokémon GO has let you use your phone’s camera to overlay Pokémon onto a view of the real world since launch, but the execution has always been a bit simple. As the only sensor it really cared about was the phone’s gyroscope, Pokémon just sort of floated about in the space in front of you. You could turn left/right to aim, but if you tried moving closer or further away, the Pokémon would just glide around with you.
It was a clever enough trick to help rocket the game to its once crazy levels of popularity – but after the novelty of seeing Snorlax in your backyard faded, even the most dedicated players switched AR mode off. Toggling into the camera-free non-AR mode made the battery-thirsty game chug a bit less juice – and as you no longer had to worry about the gyroscope while aiming, turning AR off actually made the game a bit easier.
I met up with Niantic earlier this week to give the new AR+ mode a spin. Here’s what I learned:
The process of finding Pokémon hasn’t changed: walk around the real world, look for Pokémon that pop up on the map, and tap them to start the encounter.
When you encounter a Pokémon in AR+ mode, you’re shown a prompt reminding you to be aware of your surroundings. This game has a lot of safety prompts.
Once the game detects a flat surface, you’ll see a few patches of tall grass in front of you (a nod to the handheld Pokémon games.) Tap the grass and the Pokémon pops out.
You can now get up close and personal with a Pokémon to better aim your throws. The closer you get, the easier it’ll be to land those great/excellent tosses
But don’t move too fast! Pokémon have a little icon indicating how freaked out they are; move too close too fast, and they run.
Feeding a Pokémon a nanab berry will make it less sensitive to your movements
Get close enough to a Pokémon without spooking it and “Expert Handler” mode kicks in. This gives you a slight boost in your catch rate – and if you’re successful, you’ll get a bit more XP and Stardust out of your catch.
It’s pretty fun to play in AR+ mode – and yeah, it feels totally goofy to be staring at your phone while tip-toeing toward a Pokémon juuuuust slowly enough to not scare it off. But when some rare ‘mon shows its face for the first time in weeks, that little catch rate increase might make it all worth it.

Alas, a bit of rough news for Android users: since AR+ is all built on Apple’s ARKit engine, it’s iOS only for now. Niantic wouldn’t say whether they’re working on making it play friendly with ARCore (Google’s answer to ARKit.)
Rolling out a noteable new feature to users on just one platform is a risky choice – particularly when said feature brings things like improved catch rates and extra XP. Hopefully Niantic is working on figuring out how to bring this to Android, asap.
And for the PoGo players out there looking to fill one more slot in their Pokedex: Niantic confirmed to me that Delibird (the Santa-esque Pokémon that’s been curiously absent since its Gen II companions rolled out) will show up in time for the holidays. That’s been the rumor since just about the day after Gen II first hit back in February, of course – but hey, now it’s confirmed.

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Tomy's Pokemon Z-Power Ring Set Provides Feedback During Gameplay

Tomy recently launched the Pokémon Z-Ring Set, which takes the form of a wearable that is compatible with the Pokémon Ultra Sun and Pokémon Ultra Moon games for the Nintendo 3DS.

The Z-Power Ring is to be worn on the wrist like a bracelet to provide a greater in-depth gameplay. With the wearable, lights, sounds and vibrations that sync up with the in-game content can be experienced. Together, the Z-Crystals work together to create the powerful battle move.

There are a number of crystals that can be attached to the Z-Ring, each of which is representative of a different element or type of Pokémon character. The Z-Ring is capable of holding six crystals and can be unused to unlock a range of colors, lights and vibrations.

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Pokémon GO’s gameplay will soon change based on the real world weather around you

A bunch of new Pokémon are coming to Pokèmon Go this week – but that’s not the only big change on the way.
Pokémon Go will soon be aware of the real world weather around you, with a number of things in the game adapting accordingly.
I spoke to Niantic’s Archit Bhargava and Matt Slemon about the new system, which they refer to as “dynamic weather”.
Here’s some of what they shared:
Most notably, weather will affect spawns . If it’s raining outside, for example, you’ll probably see more water Pokémon. If it’s snowing, you might see Snorunts running around.
Itll impact spawns of Pokémon from the previous generations too – not just the new Gen III stuff.
Pokémon brought out by weather will start out stronger – that is, they’ll start with higher CP than standard spawns. (Their max CP will be the same, though – it’s just a little headstart)
The map will change to reflect the current weather; it won’t be blue skies and green fields all the time, anymore.
Pokémon brought out by weather will also give you a bit more stardust than usual
Weather will affect gym combat . When it’s raining, water Pokémon will get a stat boost while fire Pokémon are weakened. If there’s snow, ice Pokémon are buffed. That holds true for both attacking and defending Pokémon – so if you’re trying to hold down a gym and know it’s about to rain all night, for example, you might lean toward using a water ‘Mon.
As far as I can tell, there are at least five different types of weather in the mix:

Clear: Grass, ground, and fire Pokémon will be stronger and appear more
Foggy: Dark and ghost Pokémon will be stronger and appear more
Rainy: Water, electric, and bug Pokémon will be stronger and appear more
Snowy: Ice and steel Pokémon will be stronger and appear more
Windy: Dragon, flying, and psychic Pokémon will be stronger and appear more
The timing of the new weather system isn’t random: the incoming Gen III Pokémon first showed up in Pokémon Ruby and Sapphire… which, as it just so happens, were also the first games in the series to feature changing weather in the in-game overworld.
And for all of us in the Bay Area finding themselves thinking about the closest snow being a few hundred miles away: it shouldn’t be an issue. Slemon tells me that Pokémon will spawn outside of their preferred weather, they’ll just be much less common.
As a funny side note: when Pokémon Go first launched, there was all sorts of folklore about what caused certain things to spawn. Driven by anecdotal evidence, folks were convinced that more ghost Pokémon spawned near graveyards (nope), or that Snorlax liked being around sweet shops (nope). There were all sorts of theories around weather – some players swore that more Dratini spawned when it was raining. Now that might actually hold true.
Beyond being a neat mechanic for an AR game, it’s a clever way for Niantic to chip away at a problem: the colder it gets, generally, the fewer people go outside and play. Now that PoGo is weather-aware, they’re able to flip the problem on its head and incentivize playing when the weather looks bleak.

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Pokémon Go creator raises $200 million ahead of Harry Potter game launch

Pokémon Go creator Niantic has raised a new $200 million in funding, reports The Wall Street Journal. The Series B raise was led by Spark Capital, and includes participation from Founders Fund, Meritech, Javelin Venture Capital, You & Mr. Jones and NetEase, Inc. Spark partner Megan Quinn is also joining Niantic’s board as part of the new financing deal.
Niantic is known for its augmented reality games, which began with the multiplayer sci-fi spy game Ingress, created during the company’s time as an internal startup founded within Google. In 2015, Niantic spun out as its own entity, and it launched Pokémon Go in July, 2016. The Pokémon AR game managed to attract massive interest at launch, resulting in huge real-world gatherings of players thanks to its mechanic of incentivizing players to move around in the real world to achieve in-game success.
In its Series A round, Niantic raised $30 million in funding from an investor group including Alsop Loui Partners, Google, Nintendo, The Pokémon Company, Cyan and Scott Banister and others. Earlier this year, Niantic announced its first acquisition, of mobile social network developer Evertoon, and it also recently made official its intent to build a mobile AR game based on Harry Potter.

Harry Potter: Wizards Unite is due out sometime next year, and will be developed in partnership with Warner Bros. Interactive.

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First Minute Capital joins $5.8M seed for AR treasure hunt game Snatch

Pokemon Go is a game that spawns cute monsters for players to try to catch. But the massive popularity of the augmented reality title, which saw hoards of humans roaming parks and piers seeking elusive Pokemon last year at the height of the craze, is also spawning plenty of wannabie AR mobile gaming smash hits.
To wit, meet Snatch: A just seed funded (with £4.4M) augmented reality game which beta launched in the UK in February with a plan to entice the 18- to 24-year-old demographic to play the app by offering some non-virtual prizes from brands like Heineken, Deliveroo, Missguided, Boohoo, Gousto, Virgin Wines and Samsung.
Because, well, if you don’t have the Pokemon brand behind you to power millions and millions of downloads you need some alternative persuasion mechanism to try to woo the masses.
Snatch is now launching its Android and iOS apps out of beta, as well as announcing its seed — which is led by Initial Capital with participation from First Minute Capital, CrunchFund, Simon Equity Partners, Cassius Family Fund, Hanson Asset Management, Velocity Technology Fund and Silicon Valley Bank. The startup was founded in 2016 and has previously received funding from Unilever Ventures.
The Snatch game mechanic involves players first locating a virtual parcel by spending time looking on a map or looking around them using AR to find parcels that appear overlaid over their environment (or else by finding other players who have already found a parcel and stealing it from them). But then they also have to hold onto the parcel they’ve found/obtained for six hours by defending it against theft attacks from other players before the parcel opens and they get to see what it is they’ve actually won.
The app managed downloads of ~550,000 over the nine-month beta period and says active daily users were within the 40,000 to 60,000 range at this time. It also claims players averaged 1hr 33mins per day in the app across 12 sessions of gameplay.
But the question to ask is how sustainable is initial stickiness that’s clearly engineered into the game mechanic — i.e. once players get disillusioned by how much time they’re having to spend playing to not win very much (if you check out reviews of the app there’s a lot of disgruntled people complaining they never won anything of real worth).
Snatch co-founder Jamal Hirani tells us: “So far to date, we’ve given away £300k in hard cash. In terms of other prizes, we’ve given away prizes to the value of £10m — ranging from NOW TV passes, physical products such as games consoles, iPhones, Amazon Vouchers, and a House Deposit worth £15,000. These prizes have been distributed over the past eight months during our beta and over a million prize parcels won.”
Curious about the number of disgruntled reviewers unhappy about spending hours and hours trying to win something of actual worth, we asked Hirani how many players the £300k in cold hard cash has been distributed to.
“As of today [November 1] 86,566 golden parcels have been found with parcel values ranging from £1 — £15000,” was the reply.
Then we asked what proportion of the parcels contained £1? And what proportion contained £15k? Hirani revealed: “85% contained £1 and 15% the rest.”

We then asked for a further clarification of the split — and got this: “15% contained between £1.01 – £15000.” He also added: “So far to date 1 out of 10 £15k parcels have been found.”
So there you have it. The vast majority of Snatch cash prizes genuinely are of almost no worth.
And, safe to say, receiving a £1 ‘prize’ or a 10% discount voucher for something you don’t want to buy (or indeed some in-game coin currency that has no external worth at all) after clocking up hours and hours of repetitive gameplay probably isn’t going to excite too many Millennials for too long.
Of course Snatch is now touting a fresh batch of prizes injected into the game for the official launch (“£50M worth” it says — and just £2M worth of cash prizes out of that, presumably most of which will also be distributed into parcels containing not enough cash to buy a coffee). So it’ll be hoping to hook a fresh batch of kids to play against the odds.
How do the co-founders defend against the charge that their game encourages addictive behaviors among users?
“Players don’t have to play for the whole time the parcel counts down. Players are notified if someone attempts to steal their parcel and they can then choose to defend or surrender their parcel if they wish. Typically, an average user visits the app 13 times a day, spending around 10 minutes in game per visit,” is Hirani’s response on that.
Co-founder Joe Martin also chips in, saying: “Typically, until now think about how people have been interacting with their smartphones — walking around; shoulders hunched, head constantly down or the amount of time with the smartphone being faced back at them as they screw their face up and take thousands upon thousands of selfies and spend more time diarising their life for social acceptance than actually living it — this is what we want to change.
“By using AR we have people holding the phone up, connecting with and exploring the world around them through the Snatch lense that will, in time, allow them to engage more and more with each other as well as brands and both the physical and virtual worlds around them challenging them to actually step out and discover what the world has to offer.”
So it’ll be over to the target Millennials to judge whether engaging in what amounts to a branded marketing exercise in the largely forlorn hope of receiving something of tangible value in exchange for hours of their free time can rightly be described as “exploring the world around them”.
Snatch has offices in London and San Francisco, and says it will use the seed funding to grow the app in the UK — as well as start planning to expand internationally, with a US launch slated as being “on the horizon”.

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