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WePlay! Bukovel Minor to host DOTA 2 show match

The tradition continues, and this happening at a minor makes 2020 is quite fun already. As we head closer towards WePlay! Bukovel Minor grand finals, peopleโ€™s favourite from the Dota scene, our very own Danil โ€Dendiโ€ Ishutin who is also broadcaster at the event will be facing-off against Kyle Freedman in a Dota 2 Showmach.

Theyโ€™ll each be joined by fellow four other commentators and analysts from their regional broadcasts for the match.

Dendi known for his time spent with Natus Vincere and been in the scene for a decade now, Dendi will be leading other Russian casters into the brawl. His squad consisting of EU and CIS veterans who are still active in the competitive scenario.

  • Andrey โ€œALWAYSWANNAFLYโ€ Bondarenko
  • Alexander โ€œDkPhobosโ€ Kucheria
  • Sergey โ€œSmileโ€ Revin
  • Kirill โ€œSunlightโ€ Kachinsky

While about Kyle, he is a retired pro who had spent most of his career with Complexity Gaming, will be accompanying members of English Talent panel, who are mostly either focused on creating content for the scene or are retired players.

  • Troels โ€œsyndereNโ€ Nielsen
  • Brian โ€œBSJโ€ Canavan
  • Austin โ€œCapitalistโ€ Walsh
  • Admir โ€œlizZardโ€ Salkanoviฤ‡

Glancing at the squads, it looks like the Russian team has an upper hand because Dendi, ALWAYSWANNAFLY and Sunlight are all currently active in the pro scene.

As we mentioned the match is going to take place right before the grand finals, it is bound to happen around 11am CT on 12th Jan.

Research Reveals Esports Paid Out $700 Million in Winnings

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According to a recent study by BroadbandChoices, competitive electronic esports paid out $700 million across various titles until now. The study also suggests that the gaming industry generated $135 billion in 2018.

The aggregated $700 million distributed as esports prize winnings is disproportionately divided across various esports title chronologically:

  • Dota 2 – $219,095,635
  • Counter-Strike: Global Offensive – $87,119,453
  • Fortnite – $84,420,164
  • League of Legends – $73,091,646
  • Starcraft II: $32,137,196
  • PLAYERUNKNOWNโ€™S BATTLEGROUNDS: $21,747,809.48
  • Overwatch: $21,352,202.01
  • Hearthstone: $19,208,088.36
  • Heroes of the Storm: $18,141,257.92
  • Counter-Strike: $13,484,561.80

With no surprise, Dota 2 tops the chart all props to its apex event โ€“ The International. The International’s prize pool is crowd-funded and it has the highest of prize pool across titles. Counter-Strike: Global Offensive has retained its second position due to frequent top tier events and heavy engagement due to it’s an open-circuit approach to the esport side of the game.

Epic Games’ initiative to turn Fortnite into a respectable esport although being a battle royale title, the developer infused heavy prize money into the Fortnite World Cup while League of Legends World Cup also comprises of the huge prize pool.

The highest-earning esport athlete chart is stacked with a bunch of Dota 2’s The International winners. OG’s Dota 2 squad tops the chart after winning back-to-back TIs. 16-year-old Bugha secures 12th position after winning the solo finals of Fortnite World Cup 2019. Highest earning esports athletes list stacked up by Dota 2 players is as follows:

  • N0tail (Johan Sundstein) – $6,890,591
  • JerAx (Jesse Vainikka) – $6,470,000
  • Ana (Anathan Pham) – $6,000,411
  • Ceb (Sรฉbastien Debs) – $5,489,233
  • Topson (Topias Taavitsainen) – $5,414,446
  • KuroKy (Kuro Takhasomi) – $5,128,788
  • Miracle- (Amer Al-Barkawi – $4,692,418
  • MinD ContRoL (Ivan Ivanov) – $4,483,493
  • GH (Maroun Merhej) – $4,086,426
  • SumaiL (Sumail Hassan) – $3,591,225

The study further reveals that there is a staggering 5309% difference between top 25 male and female athletes’ earnings. The average age of top 25 players is 24 years according to the study.

Facebook Gaming’s market share rose from 3.1% to 8.5% in December 2019, Twitch dips

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According to a recent report by StreamElements and Arsenal.gg, Facebook Gaming’s share rose to 8.5% of total streaming hours in December 2019 as compared to 3.1% in December 2018. On the contrary, Amazon Inc.’s Twitch’s numbers dropped from 67.1% to 61% of total streaming hours.

Facebook has a dedicated tab on its social media platform dedicated to gaming and esports related content. It has attracted several influencers to stream on Facebook and interacts with a whole new group of viewer base.

However, Amazon’s subsidiary clings throne with no concern at large as it constitutes a surplus of half the streaming hours. Google’s YouTube Gaming and Microsoft’s Mixer also realized petty gains in the last month of 2019.

โ€œFacebook will become a meaningful contender in this category by 2021,โ€ said Doron Nir, chief executive officer of StreamElements, which provides tools to streamers. โ€œThey have a shot at becoming No. 1 or No. 2 in this category in a few years.โ€ However, it is highly unlikely of Facebook Gaming to dethrone Twitch in the near future though it could fight neck to neck with YouTube Gaming.

The report further revealed that ‘Just Chatting’ was more popular than League of Legends and Fortnite for the month of December 2019. โ€œItโ€™s really more about a rise of just nongaming content,โ€ Nir said. โ€œWhat it means for live streaming, in general, is we are just seeing the tip of the iceberg. Thereโ€™s a huge amount of additional categories that are going to emerge and grow. Just Chatting is really the most basic form.โ€ This could possibly be because of player break and comparatively less events around the esport titles in December.

IMAX is bringing Esports to a theatre near you

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IMAX Corporation in collaboration with Vindex is all set to bring electronic sports to the big screen. Vindex is a leading esports infrastructure platform and IMAX is an entertainment technology leader that needs no introduction.

The partnership will be powered by Vindex Studios, a newly launched division of Vindex โ€“ a startup founded by co-founders of Major League Gaming (MLG) with $60 Million initial funding. The newly launched venture is focused around developing, distributing and monetizing esports content.

Mike Sepso, CEO, Vindex: “The Esports industry has never before had access to the massive reach and unmatched technology of the IMAX platform. Partnering with IMAX enables us to provide esports fans a remarkable experience โ€“ live esports on the largest, highest-quality screens in the world for the first time. We will focus on creating incredible experiences for fans by combining our deep relationships with esports leagues and game-publisher partners with our track record of producing some of the most-watched events in esports history.”

Rich Gelfond, CEO, IMAX: “Coming off our biggest year ever at the box office, it’s clear that audiences around the world see IMAX as a go-to destination for fandom, community and the most immersive entertainment experiences. “We’ve long seen the opportunity to bring the explosive world of esports to our platform and we’re excited to work with proven innovators like Mike, Sundance and the Vindex team to create entirely new experiences for fans worldwide.”

This will truly be a new experience for esports audience. The best viewing experience is at the event where the fans witness live action. While those who cannot attend the event, prefer to live-stream the event from the comfort of their home. Theatre if attracts the fans, as another form of large-scale viewing experience could also establish several endorsements and advertisement deals.

However, only the time will tell whether this manoeuvre will compel the audience to turn up at a theatre over their comfy-chair and computer.

ESL to meet teams in-person & convince them to sign for ESL Pro League – Report

The Counter-Strike: Global Offensive competitive circuit is heated up for the upcoming season and teams are more hesitant than ever. As the season blooms, the teams have multiple tournaments to choose from and Electronic Sports League (ESL) is not taking its chances. ESL’s representatives are scheduled to meet executives of at least 13 professional teams between January 22-24 according to DBLTAP.

This includes:

Team Liquid100 Thieves
Evil GeniusesFnatic
ENCE EsportsG2 Esports
FaZe ClanNatus Vincere
mousesportsComplexity
AstralisNinjas in Pyjamas

However, ESL might reach out to several other teams as well. In a statement to DBLTAP, ESL’s Senior Vice President of Product, Ulrich Schulze clarified, “It is not at all unusual for ESL to meet with various parties.” He further said, “We would prefer not to make a habit of commenting on every meeting that may or may not take place. However, as a blanket statement, everything material we do in CS:GO is known to and discussed with Valve, and that includes respecting their positions and guidelines when it comes to the conditions of participating in tournaments.”ย 

Tournament organisers are in a neck to neck fight. The entire open-circuit approach of CS:GO’s eco-system is about to invert into a more franchise-based approach. BLAST have earlier released ample information about its upcoming event โ€“ BLAST Premier Series while a rumoured ‘B site’ franchised league is taking shape backed by Cloud9 and Immortal Gaming Club (IGC). FACEIT’s Esports Championship Series (ECS) has meanwhile maintained silence.

ESL is going all out by approaching teams to sign for its Pro League as the schedules for various tournaments are likely to clash with each other. ESL Pro League is in action since over half a decade and ESL will try their level best to move forward with its legacy in CS:GO as arguably the finest tournament organiser. The upcoming season will be the 10th edition of ESL Pro League.

Cloud9 qualify for IEM Katowice 2020 after defeating MIBR 3-1

Cloud9’s performance at the IEM Katowice 2020 North America Closed Qualifier had been surprisingly good even though it was a debut performance with their new roster. The team had remained dominant throughout the upper brackets of the qualifiers and had even secured a map advantage for the best of five grand finals after besting Complexity in a best of three series.

The finals of the qualifiers had the upper bracket finalist Cloud9 clashing against the lower bracket finalist MIBR. The default map was scored in favor of Cloud9 in the best of five thanks to the map advantage that they had secured earlier. Having to drop the default map to Cloud9, the pressure on MIBR was intense to win the series for a chance at the IEM Katowice 2020 main event.

The first map that came into play was Train. The Terrorist side of MIBR took a half time lead of 8-7 even though train is a very Counter-Terrorist sided map. After half time and side change, the Brazilian defense traded rounds with the Americans offense but finally managed to come out on top with a 16-13 victory. The score was set 1-1, and the series moved on to the second map.

Overpass was the second map of the day. On their map of choice, the Cloud9 roster ran over MIBR’s CT side and took a massive lead of 12-3 in the first half. Comeback was a long gone dream for MIBR at that point of the game. The Americans maintained their control over the game even in the second half, losing only a single round to MIBR. In conclusion, Cloud9 took the map 16-4 and went 2-1 in the series.

The game went further into the third map which was Inferno. This was MIBR’s last stand and even though Cloud9 took the early rounds with dominating performances from its player, MIBR managed to go into the second half giving away only a single round advantage to Cloud9. The Brazilian front gave its best to secure the map by taking three round back to back after half time, but their efforts were cut loose by Cloud9 who came back into the game and took the map 16-12. Thus, Cloud9 took the series 3-1 against MIBR and managed to secure their spot at the IEM Katowice 2020 main event.

Now with the NA and Asia qualifier coming to its conclusion, we eagerly waiting to find out the teams which will make it through the EU and Oceania qualifiers and clash with the teams who have been invited or have qualified for the IEM Katowice 2020 showdown.

The current list of teams taking part in IEM Katowice 2020 are:

  • Astralis
  • mousesports
  • fnatic
  • Liquid
  • Vitality
  • Natus Vincere
  • 100 Thieves
  • Evil Geniuses
  • NiP
  • Virtus.Pro
  • EU Qualifiers 1st slot: G2
  • EU Qualifiers 2nd slot: FaZe
  • Asia Qualifiers: ViCi
  • North American Qualifiers: Cloud9
  • EU Qualifiers 3rd Slot: TBD
  • Oceania Qualifiers: TBD

DETONA part ways with prt; welcome fpl

Brazilian side Detona have confirmed the signing of Filipe “fp1” Caires to their starting five which will see Matheus “prt” Scuvero going inactive hence facing towards an unforeseeable future.

Starting off their new year on a potential note, DETONAโ€™s future team plans and the chemistry really bank on this latest addition as the former INTZ player has a lot to prove on his plate. Removing prt should not be a act of regret as he did help the team to compete at the ESL Pro League Season 9 finals held in Montpellier, France earlier in 201, later on winning the OMEN Atlantic Challenge tournament by defeating Movistar Riders, Heretics and eXploit and finishing 2nd with the team at Gamers Club Masters IV after falling to their Brazilian counterparts Team pain in the Grand Finale.

fp1 will now feature in the DETONAโ€™s future matches as they are scheduled to compete at the WESG 2019 Brazil online qualifier for a spot at the WESG 2019 Brazil Finals.

With this new addition, DETONA now has:

  • Vinicius “vsm” Moreira
  • Andrรฉ “tiburci0” Rossetto
  • Matheus “Tuurtle” Anhaia
  • Lucas “Lucaozy” Neves
  • Filipe “fp1” Caires
  • Henrique “rikz” Waku (coach)

VALVE is forcing FACEIT to allow new CSGO player models – Report

The player models introduced in the Shattered Web update for CS:GO had faced a lot of love and hate reaction from the community. While most players were welcoming to the idea of using new character models in the game just like weapon cosmetics, many of the veterans who were used to the default models didn’t like the idea of adapting to the newer ones added into the game. Many players complained that it was hard to react to the greener player models on Cache which itself is a very green map, some also found it difficult to spot the player models on Mirage which were on the yellower side of the spectrum just like the map. The possibility of camouflage due to similar colour of player models and maps might seem pretty small, but players were already abusing this to gain a slight bit of advantage on certain maps like mentioned above. CSGO is a very competitive shooter and even the smallest of the advantage can cost you a match, the idea of using particular player models on certain maps to gain an advantage is simply against the idea of competitive gameplay and makes the game unfair.

After their introduction into the game, most of the 3rd party matchmaking clients like FACEIT didn’t waste much time in disabling the player models on their servers to promote the spirit of competitive gameplay. This move of FACEIT had earned a lot of praises from the community and was highly welcomed. Although, in a recent turn of events a Reddit user by the name of griizzylyyc found out that FACEIT has re-enabled players models on their Mythic hub. His investigations led him to contact one of the FACEIT admins of the hub who explained that the move came in light of VALVE forcing FACEIT to re-enable player models on their servers. The user has uploaded screenshots of his conversation with the admin where the admin can clearly be seen pointing out that this move of VALVE is only concerned with generating more revenue for them by pushing users to buy their players skins more.

LDLC to form new CSGO team around Lambert; Happy leaves – Report

Once considered among the best teams in the world, LDLC are only a shadow of what they were in the past. Now with their latest partnership with French Football club Olympique Lyonnais, the French esport organization is aiming to go back to their glory days.

Vincent “Happy” Cervoni will reportedly be shown the exit door to make way for Lambert “Lambert” Prigent with Engin “MAJ3R” Kupeli leaving LDLC for Turkey5 while Christophe “SIXER” Xia will stay with the team as he is in their plans for the future.

Players who are set to join the team are Ali “hAdji” Haรฏnouss, Logan “LOGAN” Corti and Kilian “Gringo” Garcia will be under trial.

LDLC will look like:

  • Lambert “Lambert” Prigent
  • Ali “hAdji” Haรฏnouss
  • Logan “LOGAN” Corti
  • Kilian “Gringo” Garcia(Trial)
  • Christophe “SIXER” Xia

CSGO bots can now use utility for execute strategies in the game

The Shattered Web update has been a total blessing for the CS:GO community as this update finally brings an Operation into the game after years of stagnancy. We all got busy hunting for stars and completing the weekly missions when the update launched, but there was a small change we all might have ignored, that was the proficiency with which the bots attacked us in the exclusive Guardian missions. The bots surprisingly seemed very well-coordinated and even used smokes and flashbangs at times, similar to real human players and their behaviour.

The improvement in the CS:GO AI has been exponential ever since Valve announced that they will be improving the in-game AI in their September 2019 update. The update had introduced decision making for bots based on behaviour trees as an early framework which Valve hoped to improve on. The most notable change to the AI in CS:GO is possibly observed at random times in Valve Deathmatch when a bot can just one tap you from nowhere before you can even react or just land an impossible flick shot in your face. Each individual bot in CS:GO takes in information like sounds and sightings of the enemy and processes them to act on and carry out actions which are limited to their logic code. They even have their own form of memory (short term and long term retention capability although both lasts only for mere seconds). The bots most notably seem to prioritize objectives over most things as per their code. Currently, we can say that Valve has done a lot of work to make their bots imitate human-like aim, but what really impressed us is how they have designed the bots in Guardian Missions allowing them to even use utilities to their advantage just like humans play.

Sadly, the decision making of the Guardian AI isn’t fully self-learnt or automated as the developers have uploaded specific logic codes for each mission which explains why their executes although pretty good, were fairly predictable, to begin with. In the end, the behaviour tree-based decision making as implemented by Valve isn’t complex enough to fully automate the entire decision making of a bot like a neural network-based decision-making system, where almost the entire thought process of a bot is automated based on the information received and it becomes a self-learning process where the bot can come up with some really complex strategies which the players are totally not prepared for based on how the game is going. In the current state, the in-game AI is very limited in what it can do but it has come a long way in terms of improvement and growth.

Although there is much more to be wished for, it is still good to know that Valve is doing their best to improve their in-game AI and trying to implement more human-like features to the bots to make them even more competitive.