• Fortnite Is a Huge Success

    Just like there’s often a song of the summer there’s usually a video game of the summer too. This year that game is undeniably Fortnite Battle Royale an online free-for-all that every teen in America suddenly seems to be playing. It’s not just kids though–everyone from rapper Drake to Los Angeles Laker Josh Hart is a fan.Cheap Fortnite Items That groundswell of support has propelled Fortnite from a simple video game into a cultural sensation with hundreds of millions of fans worldwide who play the game wear the gear and even learn the characters’ victory dances.

    “Fortnite is another in a long line of games like World of Warcraft or Guitar Hero or Minecraft that is changing everything underfoot,” says Mat Piscatella a video-game industry analyst with research firm NPD Group.

    Fortnite‘s big draw is a madcap multiplayer mode that drops up to 100 players on an island in a last-person-standing showdown. Players scavenge for weapons health packs and other supplies as they hope to get the drop on other combatants before they’re taken down themselves–think The Hunger Games only with AK-47s and sniper rifles. (Fortnite did not invent this so-called battle royale gameplay but it has certainly popularized it.) One major twist: during each 20-minute-or-so round a deadly storm envelops the island gradually forcing gamers into ever tighter quarters. Meanwhile players can build ramps walls and other structures in the middle of a firefight; in the genre of shooter games which can quickly grow stagnant this is a refreshing curveball. Add a generally welcoming player community simple arcade-style gameplay and charmingly cartoonish graphics and it’s easy to see why Fortnite is a hit.

    “The spirit of the game opens itself up to a completely new style of player who probably would not have tried a battle royale before because the expectation was they had to be serious and good,” says Erin Wayne a 32-year-old community manager from St. Louis who plays under the username Aureylian and streams her gaming sessions to hundreds of thousands of fans. “With Fortnite I can be not good and log in and play and have fun and not have to feel that stigma.”

    Yet this gaming boom has some worried. That’s probably nothing new: since the days of Tetris and Super Mario Bros. every big new game craze has led parents and others to worry that kids are spending too much time fighting the virtual hordes instead of getting exercise or doing homework. Those fears seem even more acute today given that smartphones and other portable devices make gaming possible anywhere. Fortnite is available on the go via iPhone Android and Nintendo Switch as well as on regular computers and gaming consoles. Meanwhile modern VR is offering unprecedentedly engrossing gaming experiences–even though there’s no Fortnite VR just yet. In June the World Health Organization for the first time designated “gaming disorder,” or an unhealthy obsession with video games as a unique mental-health condition.

    Fortnite is shaking up the gaming industry in another big way. While it’s free to download on devices from the PlayStation 4 to the iPad it’s already made $1.2 billion according to an estimate from industry tracker SuperData Research–mostly through the sale of so-called skins or avatars that players can buy for a few dollars to appear as anything from a medieval knight to a giant gingerbread woman. While many players forgo skins or perhaps buy just a few others like Stian håve Trondheim have spent more than $1,000 on them.

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