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Gaming on Reliance

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MUMBAI: There’s a saying: a prophet is respected but in his own country. And that applies quite well to Reliance Games, the mobile gaming division of Reliance Entertainment (Digital). It has successfully been involved in developing games for a slew of Hollywood studios and has been struggling to get Indian film producers to invest in them.

 

The company recently launched the official mobile game of The Hunger Games: Catching Fire that released in the US on Friday. It is one of the first multi-player games to be developed in India and Reliance is hoping that it will gain traction. Just like its 17 October 2013 release — “Real Steel: World Robot Boxing” – did with seven million downloads in about a month.
Reliance Entertainment (Digital) CEO Manish Agarwal thinks the company’s gamble in the gaming business has worked well for them

 

Reliance Entertainment (Digital) CEO Manish Agarwal says that he is amazed with the strong response to Real Steel. “We were expecting 10 million downloads in three to four months’ time but I guess that will happen within 40-50 days,” he says, adding that the expectations from the recent game too are high because it’s different in itself as it can’t be played solo.

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“Making just a multi-player game is a bold move for us,” explains Agarwal, who thinks that in India the game might not work well because of the rather low internet speeds, “But it has huge potential to work in countries like Korea, US, UK etc where MOGs are the norm.”

 

The company signed a deal with Lionsgate, the studio that has produced the movie, to develop the game earlier this year. Agarwal says that getting the deal wasn’t really difficult for Reliance.

 

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“What has been an advantage for us is that we have become very close to many of the Hollywood studios with credible works like Snow White, Total Recall, Real Steel etc in our portfolio. The studios have a comfort level with us. And our game based on the movie After Earth (that was launched earlier this year) became a real advantage for us as the recent game is along the same lines and helped us close the deal with Lionsgate Films,” affirms Agarwal.

 

The deal was inked on a revenue-sharing basis. Agarwal thinks that a set-up like this works best for both the parties. “Unlike Bollywood that works largely on minimum guarantees, Hollywood is much more mature and the studios there look at gaming as an integral part of the entire process. They don’t take it just as a pre-launch marketing gimmick but look at building it as a franchise, which makes working with them much more exciting,” emphasises Agarwal, who thinks that in India something similar would happen when the gaming market becomes big.

 

“The Indian movie gaming industry is still very small. And we would only be able to ape Hollywood when the Indian movie guys truly believe that their movies will be played by millions and they see sizeable revenue coming out of it,” he explains.

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Currently, Agarwal thinks that since the gaming industry is small, the question of revenue-sharing between the game developers and studios in India is completely out of tune as every producer wants to earn his or her pound of flesh.

 

“Once the movie guys see profit coming out of it, they will start spending. In Hollywood, they don’t hesitate in spending on games because there’s huge revenue coming out of it from markets like the UK, the US, Australia, Canada, Korea etc.”

 

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Though the company has had both success and failure in the gaming business with something as popular as World Robot Boxing to a complete flop like Dancing With The Stars, Agarwal says that overall it has been an enjoyable journey.

 

“In a portfolio of business, we need to ensure that we maximise whichever is the hit and cover for the losses or failure and that’s what we are doing. Our gaming business will double this year, it has been really profitable giving us confidence to plan on a higher scale for next year,” says Agarwal.

 

After producing successful games this year in India, another positive that he has come across is that the company’s Indian team is capable of delivering a world-class product. “That has given us even more confidence to bring many other international projects to India. Today in India we don’t have any competition. We are far ahead of anybody else because the Reliance group has supported us in terms of investments as each of the games is anywhere between half-a-million to a million dollar. It’s a gamble in which we have succeeded,” he concludes.

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Gaming

Checkmate Goes Digital as Chess Joins Esports Nations Cup 2026

From boards to bytes, chess readies for a nation-first showdown in Riyadh.

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MUMBAI: When pawns meet power plays, the game changes. Chess, the world’s oldest mind sport, is officially stepping deeper into the digital arena after the Esports World Cup Foundation confirmed it as one of 16 titles at the inaugural Esports Nations Cup 2026, set to unfold in Riyadh from 2 to 29 November.

For a game synonymous with quiet halls and ticking clocks, this is a bold move. Chess at ENC 2026 promises scale, spectacle and serious competition, fielding an unprecedented 128 players and opening the board to fresh talent and underrepresented nations as the sport’s esports evolution gathers pace.

The chess competition will run from November 2 to November 8, culminating in a playoff final. The opening phase features 128 players split into 16 round-robin groups of eight, with the top four from each group advancing.

That leaves 64 players battling it out in a single-elimination playoff bracket. Early rounds will be best-of-two, while the quarterfinals onward step up to best-of-four encounters. Deadlocks will be settled via Armageddon tie-breakers, and all matches will be played in a Rapid 10+0 format, designed for speed, tension and drama.

National pride is front and centre. Of the 128 slots, 64 players will receive direct invitations based on Champions Chess Tour rankings, limited to one per nation. Another 56 players will qualify through regional online qualifiers, while eight wildcard spots round out the field.

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Qualifiers will be hosted by Chess.com across seven regions, including Middle East + India + Central Asia, with two qualifier windows in June 2026. Each country can field a maximum of two players, ensuring both depth and diversity across the draw.

Chess already tasted esports stardom at the 2025 Esports World Cup, where 20 nations were represented and the intensity surprised even purists. The event ended with Magnus Carlsen lifting the title for Team Liquid, sealing chess’s credentials as a natural fit for high-stakes digital competition.

India’s top-ranked player Arjun Erigaisi called the experience “unlike any chess tournament I’ve played before”, adding that the energy of the esports stage is drawing new audiences into the game.

For commentators and fans alike, the shift to a nation-based format raises the stakes. Chessbase India co-founder Sagar Shah likened the moment to the excitement of the Chess Olympiad, while grandmaster and broadcaster Tania Sachdev said the national format adds “pride, pressure and passion” that pulls viewers in deeper.

From silent calculation to roaring crowds, chess at the Esports Nations Cup 2026 is less about moving pieces and more about moving perceptions. Checkmate, it seems, has gone fully digital.

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Road to EWC unites 230 tournaments worldwide ahead of Esports World Cup 2026

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RIYADH: The Esports World Cup Foundation has launched Road to EWC, a worldwide qualification programme for the Esports World Cup 2026, stitching together more than 230 tournaments across major esports regions into a single global competitive season.

Running from grassroots qualifiers to elite international leagues, the initiative creates a unified pathway for players and clubs to reach the Esports World Cup finals in Riyadh from 6 July to 23 August, 2026. The season integrates publisher-led ecosystems and major circuits into one calendar, offering year-round visibility for fans and structured progression for competitors.

“Road to EWC brings together the journeys that shape competitive esports,” said Esports World Cup Foundation chief product officer Faisal Bin Homran. “It gives players, clubs, publishers and fans a defined season to plan around, building a sustainable and global competitive ecosystem.”

The qualification network spans leading events including the Apex Legends Global Series, Capcom Cup, Chess.com Global Championship, EVO, Free Fire World Series, EA Sports FC Pro, Pubg Global Series, Rocket League Championship Series, Overwatch Champions Series, Tekken World Tour Finals, and official circuits for Call of Duty, League of Legends, Fortnite, Rainbow Six Siege, Trackmania and Valorant.

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Open online qualifiers will also run for titles such as Dota 2, Teamfight Tactics, Call of Duty: Warzone and Chess, widening access for emerging talent.

In 2025, more than 2,500 players from over 100 countries qualified through the Road to EWC programme. Highlights included 15-year-old Free Fire player Rasyah Rasyid becoming the youngest champion in event history, EA FC star Manuel Bachoore claiming gold, and Street Fighter icon Zeng “Xiao Hai” Zhuojun securing another major title. Team Falcons captured their second club championship following a dramatic Overwatch 2 victory.

A dedicated Road to EWC hub will track qualification events, schedules and viewing options throughout the season. Ticket sales for the Esports World Cup 2026 are now live, with international partners across the US, Europe, Middle East, India and China.

The Esports World Cup returns to Riyadh next summer, bringing together the world’s top clubs across multiple game titles to compete for the largest prize pool in esports history.

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Nintendo shares slide 10 per cent despite profit jump, hit by chip shortages

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KYOTO: Nintendo shares slid more than 10 per cent on Wednesday, a day after the gaming giant missed market forecasts for quarterly revenue and warned of mounting pressure from a global memory chip shortage, as per media reports.

The company beat profit expectations, posting a 24 per cent year-on-year rise, driven by strong sales of the Nintendo Switch franchise. Revenue surged 86 per cent, with the original Switch now the firm’s best-selling console since its launch in 2017.

Yet rising component costs are weighing on investor sentiment. Nintendo relies heavily on dynamic random access memory (DRAM), a segment grappling with acute shortages as artificial intelligence and data centre demand soak up supply.

Ortus Advisors head of Japanese equity strategy Andrew Jackson, said markets remain uneasy about the impact of higher memory prices on Nintendo’s margins.

President Shuntaro Furukawa acknowledged that while soaring memory costs have not yet dented results for the current financial year, prolonged price pressures could squeeze profitability.

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TrendForce estimates that contract prices for conventional Dram chips in the first quarter could jump between 90 and 95 per cent from the previous quarter. A senior semiconductor industry executive recently told CNBC the shortage may last until 2027.

Kantan Games chief executive of consultancy Serkan Toto, said sustained cost inflation could force Nintendo to raise console prices: a risky move for its largely casual user base.

The company’s newest device, Switch 2, launched in June last year and already dominates its console sales mix. But analysts warn that momentum in the first year is critical for any new platform.

Concerns persist over whether Switch 2 can match the runaway success of its predecessor, despite Nintendo holding firm on its full-year sales forecast.

The outlook hinges on upcoming blockbuster releases, including Mario Tennis Fever in February and Pokémon Pokopia in March. Nintendo is also banking on The Super Mario Galaxy Movie, due in April, to replicate the sales boost sparked by its 2023 hit film.

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Omdia senior analyst James McWhirter, said 2026 would be a “make-or-break” year as Nintendo seeks broader mass-market appeal for Switch 2.

Nintendo shares are down more than 15 per cent so far this year.

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