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Gameplay Fully Unveiled in Latest Sniper Ghost Warrior Contracts 2 Trailer

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The latest entry in the best-selling first-person sniping franchise is less than one month away, and CI Games is excited to showcase the full gameplay experience on offer with its latest Gameplay Overview trailer. This new trailer provides a deepdive into the variety of gameplay available in Sniper Ghost Warrior Contracts 2, including sandbox-style maps, customisable weapons and equipment, and, of course, its shiny new feature — 1000m+ extreme-range sniping. But as well as new lengths, the title also promises to take the franchise to new heights as the most visually impressive entry yet, when it launches on June 4th, 2021 for Xbox Series X/S, Xbox One, PS4 and PC. All PS4 editions of the game will arrive with a free digital upgrade to the PS5 version, which will arrive later in the year.

The Gameplay Overview Trailer’s powerful narration is voiced by none other than Abubakar Salim, an established actor who’s fast becoming a mainstay in entertainment. Salim provided the voice of Rokhan in World of Warcraft: Battle for Azeroth (2018), the protagonist, Bayek, in Assassin’s Creed Origins (2017), and also contributed to the latest entry, Assassin’s Creed Valhalla (2020). Most recently, he starred in Ridley Scott’s acclaimed sci-fi series, Raised by Wolves (2020).

Digital pre-orders for Sniper Ghost Warrior Contracts 2 are now live on the PlayStation and Xbox storefronts, whilst PC owners are able to pre-order the title on Steam. Links for both digital and physical editions of the game can be found on the official SGWC 2 pre-order page. All those who pre-order will receive the following free exclusives:
● Marcus Tactical: A light sniper rifle with great stability
● FFF-45 ACP Luring Pistol: A sidearm with special luring ammo
● Rock AS100: A punishing magazine-fed shotgun, that fires buckshot or slugs
● Blue Servers Skin
● Warning Stripes Skin

Sniper Ghost Warrior Contracts 2 is set in Kuamar, a lawless region of the Middle East, located along the Lebanese and Syrian borders. Players take on the role of Raven, Contract Sniper Assassin, as they attempt to take down the brutal dictatorship installed by President Bibi Rashida and her husband, Omar Al-Bakr. Contracts 2 takes the sandbox design of the first game to the next level with extreme-range sniping, adding to the variety of objectives players will tackle and revisit using realistic weapons, gadgets, and skills they’ll enhance with unlockable upgrades.
Sniper Ghost Warrior Contracts 2 aims to set a new bar for the best-selling first-person sniping franchise of all time, when it launches on June 4th, 2021 for Xbox Series X/S, Xbox One, PS4 and PC at $39.99 / €39,99 / £34,99 / AUD69.95. The PS5 version will arrive later in the year, but PS5 players needn’t wait, as all PS4 editions of the game arrive with a free digital upgrade to the next-generation version, upon its release later this year.

Sniper Ghost Warrior Contracts 2 Features:
● 1000m+ extreme-range sniping
● A dramatic single-player campaign set in modern-day Middle East, with 5 distinct sandbox maps featuring a variety of fully accessible, interactive areas players can approach their own way
● Next-level realism with realistic gadgets and weapons customizable to fit different styles of play
● Replayable missions that can be completed in a number of ways, with unlockable rewards for achieving all objectives
● More intelligent adversaries with improved tactics
● Next-generation features including enhanced visuals, 4k resolution, and improved loading times, setting a new benchmark as the best looking Sniper Ghost Warrior game thus far
● Special pre-order bonuses:
○ Marcus Tactical: A light sniper rifle with great stability
○ FFF-45 ACP Luring Pistol: A side arm with special luring ammo
○ Rock AS100: A punishing magazine-fed shotgun, that fires buckshot or slugs
○ Two Weapon Skins.

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Regulating the Game 2026 Draft Program Unveiled, Spotlighting the Issues Shaping the Sector

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Regulating the Game has published the draft program for its 2026 Sydney conference, outlining a comprehensive agenda of keynotes, featured addresses, panels, and expert masterclasses examining the most consequential regulatory, policy and operational issues facing the global gambling sector.

Regulating the Game 2026 will be held 9–11 March 2026 at the Sofitel Sydney Wentworth and represents the sixth edition of the conference as a forum for rigorous, cross-jurisdictional engagement on gambling regulation and sector performance and uplift.

The draft program confirms that each conference day is anchored by keynote and featured speakers, whose addresses are designed to frame and contextualise the broader program of talks, panels and masterclasses that follow. These speakers bring senior executive leadership, policy and advisory insight, and deep subject-matter expertise, helping to frame the regulatory and operating environment, its trajectory, and the lenses through which the agenda is explored.

Across the three days, the program integrates:

  • Context-setting sessions that frame the regulatory and operating environment and its direction, including examinations of where gambling regulation and policy are heading, how enforcement and sanctioning approaches are evolving post-inquiry, and how governments and markets are responding to persistent black-market and grey-market pressures. These sessions establish the policy, strategic and operating lenses through which the broader agenda is explored.
  • Moderated panels that interrogate regulatory assumptions and reform outcomes in practice, including discussions on harm minimisation in increasingly data-driven environments, the limits and consequences of intensified regulation, and the interaction between market design, consumer behaviour and regulatory intent.
  • Expert masterclasses, including a session led by Jay Robinson focused on embedding the Responsible Gambling Officer role with purpose, authority and practical impact, and a second masterclass convened by the International Masters of Gaming Law, with final scope and focus to be confirmed. Together, these sessions are designed to support practical capability uplift and address the implementation risks that sit between policy intent and operational reality.
  • Industry Spotlight sessions, introduced in 2026, comprising tightly curated 15-minute presentations from incumbent organisations. These sessions provide a platform to articulate strategic direction, investment priorities and innovation pathways, and to examine what lies ahead for the sector as regulatory expectations, technology and market structures continue to evolve.

Collectively, the agenda addresses:

  • The trajectory of gambling regulation, enforcement and sanctioning frameworks
  • AML/CTF reform, financial crime risk and supervisory expectations
  • Safer gambling governance, harm minimisation and behavioural insight
  • Black market and grey market dynamics in increasingly regulated environments
  • Technology, data governance and the use of AI in regulatory and compliance systems
  • Leadership, accountability and the operational reality of reform delivery

While the program is deliberately broad, particular attention has been given to curating sessions and contributors that surface topical and often unresolved issues facing the sector. The agenda is designed to frame the current environment and its direction, provoke informed debate, stimulate curiosity, and act as a catalyst for new ways of thinking, innovation bets and next practice across regulation, policy and operations.

Paul Newson, Principal at Vanguard Overwatch and Founder of Regulating the Game, said the 2026 draft program reflects a deliberate architecture:

“The program is designed to open up the problem space, not to close it down. Early sessions are intended to frame the environment honestly and rigorously, so that the discussions that follow can interrogate options, trade-offs and solutions with clarity and discipline.”

He added:

“Regulating the Game is deliberately structured to move from context to analysis to application. The draft program makes that progression clear and intentional.”

The program is supported by flagship events including Pitch!, the RTG Global Awards Gala Dinner, and an expanded Exhibition Showcase, which together complement the formal agenda and support cross-sector engagement.

The draft program reflects the core structure of the conference, with final speaker confirmations and minor refinements to be completed in the coming week.

The post Regulating the Game 2026 Draft Program Unveiled, Spotlighting the Issues Shaping the Sector appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Adam Smart Director of Product Gaming at AppsFlyer

AppsFlyer State of Gaming Report: AI Is Flooding Mobile Gaming Marketing Channels and Raising the Cost of Standing Out

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State of Gaming for Marketers 2026 reveals how AI-driven scale, global UA spend, and China-based publishers are reshaping mobile gaming competition

AppsFlyer, the Modern Marketing Cloud, today released the State of Gaming for Marketers 2026, an in-depth analysis of how AI, creative scale, and rising paid pressure reshaped mobile gaming marketing in 2025. Drawing on AppsFlyer data, the report examines how studios adapted as marketing activity expanded faster than player attention.

In 2025, AI-enabled production coincided with a sharp increase in advertising across iOS and Android. Creative output scaled rapidly across all spending tiers, with top gaming advertisers producing between 2,400 and 2,600 creative variations per quarter, up 25–30% YoY. That expansion increased pressure on paid acquisition channels. Paid install share rose 10% YoY across iOS and Android, while ad impressions increased 20%, indicating a significant rise in the number of ads competing for the same pool of players. To manage rising marketing volume and fragmentation, AI-enabled tools became a common part of daily workflows with 46% of AI assistant queries focused on reporting and performance breakdowns, reflecting the need for faster visibility as data volumes grew.

“AI has dramatically increased the speed and volume at which games and marketing assets reach the market,” says Adam Smart, Director of Product, Gaming at AppsFlyer. “The result is not a shortage of creativity, but a surplus of it. As paid activity and creative supply expand faster than player attention, marketing success depends on how effectively teams can measure, interpret, and act on an increasing volume of fragmented signals.”

Additional key insights from the State of Gaming for Marketers 2026

  •     Global gaming app UA spend reached $25B in 2025. Midcore UA spend increased 28% YoY on iOS, while Android spend remained largely flat.
    ●     China-headquartered publishers increased their share of global gaming UA spend. Their share grew by 26% YoY in the UK, and 22% globally, with gains strongest on Android.
    ●     iOS paid installs reached record highs. Share in the UK rose across Casino (+13%), Hypercasual (+10%), and Midcore (+30%).
    ●     iOS advertisers expanded media mix to find incremental scale. iOS gaming advertisers increased the number of media sources they used by up to 15% YoY, reflecting growing fragmentation and the need to diversify beyond core channels.
    ●     AI is still used primarily to manage marketing scale, not strategy.  With 46% of AI assistant queries focused on reporting and performance breakdowns, teams are using AI to keep pace with rising data volumes rather than replace decision-making, but some genres are already employing more complex tasks and asks.

Methodology

AppsFlyer’s State of Gaming for Marketers 2026 is based on anonymized, aggregated data from 9.6 thousand gaming apps worldwide, analyzing 24.8 billion total installs, including 14.1 billion paid installs, alongside ad spend, creative production, monetization, AI-assisted workflows, and media source usage across iOS and Android during 2025.

The full report is available at: appsflyer.com/resources/reports/gaming-marketers/

The post AppsFlyer State of Gaming Report: AI Is Flooding Mobile Gaming Marketing Channels and Raising the Cost of Standing Out appeared first on Americas iGaming & Sports Betting News.

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Arena Racing Company

Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License

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Arena Racing Company (ARC) has been granted a Gaming-Related Vendor license from the United Arab Emirates’ General Commercial Gaming Authority (GCGRA), an independent entity of the UAE Federal Government with exclusive jurisdiction to regulate, license, and supervise all commercial gaming activities.

The license, operational with immediate effect, affords ARC the opportunity to provide its products and services to licensed operators in the region. Notably, the Racing1 Markets service, an all-in-one horse and greyhound racing solution delivered in conjunction with Racing1 alliance media rights partners at 1/ST CONTENT, Racecourse Media Group (RMG), and Tabcorp, alongside technical partner Pythia Sports. ARC has been added to the list of licensed vendors as per the GCGRA website.

Jack Whitaker, Commercial Manager at ARC, said: “Obtaining this license is a great achievement for ARC and its Racing1 partners. The emerging regulated UAE market is incredibly exciting, and we look forward to showcasing our innovative products and services in the region.”

The post Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License appeared first on Gaming and Gambling Industry Newsroom.

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