AGOURA HILLS, Calif.--(BUSINESS WIRE)--Five months ago today, the gauntlet was thrown down to set a higher standard, convey a new attitude and ultimately ignite a revolution among the WWE Universe. With WWE Superstar CM Punk® as the movement’s fearless leader, voices were heard, and now, the revolution is finally upon us. THQ Inc. (NASDAQ: THQI) today announced WWE® ’13, the next installment in the flagship WWE videogame franchise, is now available at North American retailers for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and the Wii™ system from Nintendo. Featuring a brand new “Attitude Era” single-player campaign, the largest roster in franchise history and key improvements to gameplay mechanics, audio and visual presentation, online performance and more, WWE ’13 is available now for the suggested retail prices of $59.99 USD (Xbox 360 and PlayStation®3 system) and $49.99 USD (Wii).
“WWE ’13 delivers an unparalleled experience unlike any to date in the franchise through its diverse, extensive feature set and relentless pursuit of authenticity,” said Sean Ratcliffe, Vice President, Global Brand Management, THQ. “The incredible offerings in ‘Attitude Era’ Mode, traditional match play and the franchise’s unrivaled Creation Suite, combined with the largest roster ever delivered in a WWE videogame, are certain to have significant appeal to a wide array of consumers.”
WWE ’13 has already received high praise globally for its offerings, including the following accolades:
“‘Attitude Era’ is the best story mode I’ve ever played in a wrestling game.” – Game Informer, 9 out of 10
“The best of WWE, a great back to basics in every sense.” – MTV Joystickeros, 9 out of 10
“The best WWE game ever” – 9lives.be, 87%
“The undisputed champion of current-gen wrestling games” – GamesMaster, 87%
“‘Gameplay is addictive” – IGN.com, 8.4 out of 10
“Best wrestling game of this generation” – Jeux Video Magazine
About WWE ’13
Positioned to offer the most authentic, extensive and fervent experience to date, WWE ’13 will transform gameplay through WWE Live™, a brand new audio and presentation system designed to produce the most authentic and vibrant commentary, sound effects and crowd participation levels ever heard in a WWE videogame. In addition, players will experience the atmosphere, spectacle and fervor of a WWE live event through attention-grabbing Spectacular Moments, including ring breaks and barricade crashes.
WWE ’13 will also debut a franchise-first single player campaign based on an unparalleled and groundbreaking period in WWE history: the “Attitude Era.” Set during a time of grandiose personalities and colossal revolution, players will focus on eight purveyors of attitude during the famed television “Monday Night Wars,” including WWE Hall of Famer Stone Cold Steve Austin®.
Predator Technology™ 2.0, driven by new animations, transitions and modified controls, will return to deliver intelligent, fluid and engaging WWE action, resulting in a smoother gameplay experience than its predecessors. As well, the popular career-style mode, WWE Universe, will dynamically introduce matches, alliances, rivalries and unpredictable moments based on player decisions along the path toward becoming a WWE champion.
WWE ’13 will feature the franchise’s industry-defining Creation Suite, enabling players to develop and customize Superstars, entrances, arenas, finishing moves, storylines, highlight reels and more, as well as share and download creations with others from around the world. Furthermore, they will compete with a vast array of WWE Superstars and “Attitude Era” luminaries from the largest roster in franchise history, including cover Superstar CM Punk, Stone Cold Steve Austin, John Cena®, D-Generation X®, Undertaker®, Mankind®, Brock Lesnar®, Sheamus® and Rey Mysterio®. Along with an extensive downloadable content program packed with additional playable Superstars and “Attitude” Era favorites – including AJ Lee®, Antonio Cesaro®, Damien Sandow® and Rikishi® – along with moves, championship titles and more, WWE ’13 is poised to live a revolution all its own.
For more information on WWE ’13, please visit wwe.thq.com, facebook.com/WWEgames and twitter.com/WWEgames.
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 145 countries and 30 languages and reaches more than 600 million homes worldwide. The company is headquartered in Stamford, Conn., with offices in New York, Los Angeles, Miami, London, Mumbai, Shanghai, Singapore, Istanbul 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 http://www.wwe.com/worldwide/.
About THQ Inc.
THQ Inc. (NASDAQ: THQI) is a leading worldwide developer and publisher of interactive entertainment software. The company develops its products for all popular game systems, personal computers, wireless devices and the Internet. Headquartered in Los Angeles County, California, THQ sells product through its global network of offices located throughout North America and Europe. More information about THQ and its products may be found at www.thq.com. THQ and the THQ logo are trademarks and/or registered trademarks of THQ Inc.
Microsoft, Xbox, Xbox 360 and Xbox LIVE are either registered trademarks or trademarks of the Microsoft group of companies.
“PlayStation” is a registered trademark of Sony Computer Entertainment Inc.
Wii is a trademark of Nintendo.
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.
THQ Forward-Looking Statements: The statements contained in this press release that are not historical facts may be “forward-looking statements” within the meaning of the Private Securities Litigation Reform Act of 1995. These forward-looking statements are based on current expectations, estimates and projections about the business of THQ Inc. and its subsidiaries (collectively referred to as “THQ”), including, but not limited to, expectations and projections related to the release of WWE ’13 are based upon management’s current beliefs and certain assumptions made by management. Such forward-looking statements are subject to risks and uncertainties that could cause actual results to differ materially from those expressed or implied by such forward-looking statements, including, but not limited to, business, competitive, economic, legal, political and technological factors affecting our industry, operations, markets, products or pricing. Readers should carefully review the risk factors and the information that could materially affect THQ’s financial results, described in other documents that THQ files from time to time with the Securities and Exchange Commission, including its Annual Report on Form 10-K for the fiscal period ended March 31, 2012 and subsequent Quarterly Reports on Form 10-Q, and particularly the discussion of trends and risk factors set forth therein. Unless otherwise required by law, THQ disclaims any obligation to update its view on any such risks or uncertainties or to revise or publicly release the results of any revision to these forward-looking statements. Readers are cautioned not to place undue reliance on these forward-looking statements, which speak only as of the date of this press release.
WWE 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 maintaining and renewing key agreements, including television and pay-per-view programming distribution agreements; 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; our exposure to bad debt risk; uncertainties relating to regulatory and litigation matters; risks resulting from the highly competitive 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; risks associated with producing and travelling to and from our large live events, both domestically and internationally; the risk of accidents or injuries during our physically demanding events; risks relating to our film business; risks relating to increasing content production for distribution on various platforms, including the potential creation of a WWE Network; risks relating to our computer systems and online operations; 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.