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Boston-based DataRobot raises $206M Series E to bring AI to enterprise

Artificial intelligence is playing an increasingly large role in enterprise software, and Boston’s DataRobot has been helping companies build, manage and deploy machine learning models for some time now. Today, the company announced a $206 million Series E investment led by Sapphire Ventures.

Other participants in this round included new investors Tiger Global Management, World Innovation Lab, Alliance Bernstein PCI and EDBI, along with existing investors DFJ Growth, Geodesic Capital, Intel Capital, Sands Capital, NEA and Meritech.

Today’s investment brings the total raised to $431 million, according to the company. It has a pre-money valuation of $1 billion, according to PitchBook. DataRobot would not confirm this number.

The company has been catching the attention of these investors by offering a machine learning platform aimed at analysts, developers and data scientists to help build predictive models much more quickly than it typically takes using traditional methodologies. Once built, the company provides a way to deliver the model in the form of an API, simplifying deployment.

The late-stage startup plans to use the money to continue building out its product line, while looking for acquisition opportunities where it makes sense. The company also announced the availability of a new product today, DataRobot MLOps, a tool to manage, monitor and deploy machine learning models across a large organization.

The company, which was founded in 2012, claims it has had triple-digit recurring revenue growth dating back to 2015, as well as one billion models built on the platform to date. Customers contributing to that number include a broad range of companies, such as Humana, United Airlines, Harvard Business School and Deloitte.

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IEX’s Katsuyama is no flash in the pan

When you watch a commercial for one of the major stock exchanges, you are welcomed into a world of fast-moving, slick images full of glistening buildings, lush crops and happy people. They are typically interspersed with shots of intrepid executives veering out over the horizon as if to say, “I’ve got a long-term vision, and the exchange where my stock is listed is a valuable partner in achieving my goals.” It’s all very reassuring and stylish. But there’s another side to the story.

I have been educated about the realities of today’s stock exchange universe through recent visits with Brad Katsuyama, co-founder and CEO of IEX (a.k.a. The Investors Exchange). If Katsuyama’s name rings a bell, and you don’t work on Wall Street, it’s likely because you remember him as the protagonist of Michael Lewis’s 2014 best-seller, Flash Boys: A Wall Street Revolt, which explored high-frequency trading (HFT) and made the case that the stock market was rigged, really badly.

Five years later, some of the worst practices Lewis highlighted are things of the past, and there are several attributes of the American equity markets that are widely admired around the world. In many ways, though, the realities of stock trading have gotten more unseemly, thanks to sophisticated trading technologies (e.g., microwave radio transmissions that can carry information at almost the speed of light), and pitched battles among the exchanges, investors and regulators over issues including the rebates stock exchanges pay to attract investors’ orders and the price of market data charged by the exchanges.

I don’t claim to be an expert on the inner workings of the stock market, but I do know this: Likening the life cycle of a trade to sausage-making is an insult to kielbasa. More than ever, trading is an arcane, highly technical and bewildering part of our broader economic infrastructure, which is just the way many industry participants like it: Nothing to see here, folks.

Meanwhile, Katsuyama, company president Ronan Ryan and the IEX team have turned IEX into the eighth largest stock exchange company, globally, by notional value traded, and have transformed the concept of a “speed bump” into a mainstream exchange feature.

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Brad Katsuyama. Image by Joshua Blackburn via IEX Trading

Despite these and other accomplishments, IEX finds itself in the middle of a vicious battle with powerful incumbents that seem increasingly emboldened to use their muscle in Washington, D.C. What’s more, new entrants, such as The Long-Term Stock Exchange and Members Exchange, are gearing up to enter the fray in US equities, while global exchanges such as the Hong Kong Stock Exchange seek to bulk up by making audacious moves like attempting to acquire the venerable London Stock Exchange.

But when you sell such distinct advantages to one group that really can only benefit from that, it leads to the question of why anyone would want to trade on that market. It’s like walking into a playing field where you know that the deck is stacked against you.

As my discussion with Katsuyama reveals, IEX may have taken some punches in carving out a position for itself in this high-stakes war characterized by cutting-edge technology and size. However, the IEX team remains girded for battle and confident that it can continue to make headway in offering a fair and transparent option for market participants over the long term.

Gregg Schoenberg: Given Flash Boys and the attention it generated for you on Main Street, I’d like to establish something upfront. Does IEX exist for the asset manager, the individual, or both?

Brad Katsuyama: We exist primarily for the asset manager, and helping them helps the individual. We’re one step removed from the individual, and part of that is due to regulation. Only brokers can connect to exchanges, and the asset manager connects to the broker.

Schoenberg: To put a finer point on it, you believe in fairness and being the good guy. But you are not Robinhood. You are a capitalist.

Katsuyama: Yes, but we want to make money fairly. Actually, we thought initially about starting the business as a nonprofit, But once we laid out all the people we would need to convince to work for us, we realized it would’ve been hard for us to attract the skill sets needed as a nonprofit.

Schoenberg: Do you believe that the US equity market today primarily serves investors or traders?

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Meet VENN, the company hoping to build MTV for the gaming generation

Maybe a network will be the thing that replaces the single streaming media star.

VENN, a new company launching with $17 million in funding from some of the biggest names in gaming, is hoping to harness the power of streaming media’s online celebrities and funnel them into a channel that can command the kind of advertising revenues of the networks of old.

The vision harkens back to the golden days of MTV, when shows like TRL ruled the media landscape and a New York-based network set the cultural agenda through the prism of pop music.

For the creators of VENN — who include Ariel Horn, a four-time Emmy-winning producer who brought the commercial storytelling from his network days working on Olympics broadcasts for NBC (a division of Comcast) to the esports phenomenons of Riot Games and Blizzard Entertainment; and Ben Kusin, a former global director of new media at Vivendi Games — MTV is the template for creating a cultural commodity from what’s becoming the lingua franca of a new generation of consumers.

Where music (and particularly music videos) was once the genre-spanning language for a generation, the two entrepreneurs see gaming culture as the touchstone for a new audience. And where fragmentation has created a confusing market for advertisers to reach that audience, the content funnel and single source that a network can provide offers an attractive alternative to reaching out to a single celebrity gamer, streamer or platform.

That’s the pitch behind VENN, which not only stands for Video Game Entertainment News Network, but also represents the Venn diagram, whose center resides at the intersection of gaming, music, fashion and entertainment broadly, according to the two co-founders.

Ben Kusin Ariel Horn

VENN co-founders Ben Kusin and Ariel Horn

“You’re looking at a $150 billion per-year industry,” says Kusin. “We think streamers, casters, content creators, these are the new celebrities… what MTV TRL used to be back in the day, if that were to launch today, what would it look like? This culture would be seen through the lens of gaming.”

His co-founder, Horn, agrees. “We see gaming as the lens through which we want to create and contextualize Gen Z,” says Horn.

Horn knows the potential audience better than nearly anyone. In his last job, he presided over esports events that commanded viewership in the hundreds of millions. Both Kusin and Horn think the same-sized audience could exist for their network — if not larger, because the two producers and their channel aren’t beholden to a single title, franchise or publisher.

Nor are they subject or beholden to a single distribution platform.

“We’re a universal network,” says Kusin. “We will be distributed on Twitch, on YouTube and on Pluto, Hulu and Roku… Anywhere and everywhere that our customers are consuming content.”

The company is currently looking to recruit top-tier talent and bring their sponsor-based streams and formats into a traditional network environment, with higher production values and something approximating the types of talent contracts and deals that would be afforded to a network figure. These streamers, gamers and others would be able to supplement their existing sponsor-based income with their work on VENN, the two co-founders said.

The executives would not comment on what, specifically, the programming would include, but indicated that VENN was in discussions with a number of the top streamers in the gaming corners of services like YouTube and Twitch from which they’d pull programming. One genre that will likely make its way onto the network is an American Ninja Warrior-style competitive show for speedruns through different levels of games.

“There are already shows on Twitch,” says Horn. “It’s reported out there for you in real time. You’re getting all kinds of feedback.” What’s necessary, he says, is to elevate the production value and add other kinds of more traditional programming around it.

“There are two hundred million people consuming YouTube gaming content… There are esports teams [like] Liquid [and] G2 whose talent consider themselves entertainers,” says Kusin. “We’re giving the entire industry a home and a heartbeat.”

The appeal for brands is obvious. If there’s a single place to go to capture the audience that follows streaming celebrities like Ninja, Tfue or VanossGaming, that real estate is far more desirable than pursuing independent sponsorship deals with each individual streamer.

LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)

Brands trying to put their money into gaming is not that straightforward,” says Horn.”There isn’t really a network like this that exists right now… that exists for the industry at large.”

Other companies that have emerged to capture advertising dollars or create networks of entertainers in something akin to an agency model may beg to differ. These are companies like 3blackdot or Popdog, which represent a significant chunk of online gaming talent. Or more traditional sites that have significant followings like IGN, which bills itself as the No. 1 games media company.

Beyond the competition, VENN is still rolling the dice on whether the new generation of consumers wants to have a more produced, mediated entertainment network rather than continue to gravitate to the unmediated experience of watching live streams of their peers do the things that they’re doing themselves. YouTube is more than just a vehicle to mainstream stardom, these streamers are their own mainstream stars for millions of viewers who seem fine with the no-fi production values that YouTube almost demands.

Investors are betting that they are, because VENN has raised a $17 million treasure chest to spend on bringing its vision to the market. The money comes from some of the biggest names in gaming, led by the European investment firm BITKRAFT. Additional investors include: Marc Merrill, the co-founder of Riot Games; Mike and Amy Morhaime, the co-founder of Blizzard Entertainment and its former head of global esports; Kevin Lin, the co-founder of Twitch; and aXiomatic Gaming, an esports investment group with stakes in Epic Games, Team Liquid and Niantic. 

“It’s about time we significantly raise the bar for video content in gaming and esports. We need to elevate the stars and stories in our community and provide a better and larger opportunity for brands to reach gamers,” said Jens Hilgers, founding partner of BITKRAFT in a statement.   

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LinkedIn launches skills assessments, tests that let you beef up your credentials for job hunting

LinkedIn, the social networking service for the working world, is today taking the wraps off its latest effort to provide its users with better tools for presenting their professional selves, and to make the process of recruitment on the platform more effective. It will now offer a new feature called Skills Assessments: short, multiple-choice tests that users can take to verify their knowledge in areas like computer languages, software packages and other work-related skills.

The feature is being rolled out globally today. However, while offering the skills assessments as part of an earlier, limited beta, LinkedIn tells us that 2 million tests were taken and applied across the platform. That’s a sign of how the full service might well be a very popular, and needed, feature.

First up are English-language tests covering some 75 different skills, all free to take, but the plan, according to Emrecan Dogan, the group product manager in its talent solutions division, is to “ramp that up agressively” in the near future, both adding in different languages and more test areas.

(Side note: Dogan joined LinkedIn when his company ScoreBeyond was quietly acquired by LinkedIn last year. ScoreBeyond was an online testing service to help students prep for college entrance exams. Given LinkedIn’s efforts to get closer to younger users — again, in part because of competitive pressure — I suspect that is one area where LinkedIn will likely want to expand this assessment tool longer term, if it takes off.)

The skills assessment tool is coming at an important moment for LinkedIn.

The Microsoft-owned company now has nearly 650 million people around the world using its social networking tools to connect with each other for professional purposes, most often to network, talk about work, or find work.

That makes for a fascinating and lucrative economy of scale when it comes to rolling out its products. But it comes with a major drawback, too: the bigger the platform gets, the harder it is to track and verify details about each and every individual on it. The skills assessment becomes one way of at least being able to verify certain people’s skills in specific areas, and for that information to start feeding into other channels and products on the platform.

It’s also a critical competitive move. The company is by far the biggest platform of its kind on the internet today, but smaller rivals are building interesting products to chip away at that lead in specific areas. Triplebyte, for example, has created a platform for those looking to hire engineers, and engineers looking for new roles, to connect by way of the engineers — yes — taking online tests to measure their skills and match them up with compatible job opportunities. Triplebyte is focused on just one field — software engineering — but the template is a disruptive one that, if replicated in other verticals, could slowly start to chip away at LinkedIn’s hegemony.

Other larger platforms also continue to look at ways that they might leverage their own social graphs to provide work-related networking services. Facebook, for example, had incorporated e-learning into its own efforts in professional development, laying the groundwork for other kinds of interactive training and assessment.

This is not the first time that LinkedIn has tinkered with the idea of offering tests to help ascertain the level of users’ skills on its platform, although the information was used for different ends. In India, several years ago the company started to incorporate tests on its platform to help suggest jobs to users. Nor is it the first time that the company has worked on ways to improve its skills and endorsement profile to make them more useful.

Testing on actual skills is just one area where verification has fallen short on LinkedIn. Another big trend in recruitment is the push for more diverse workforces. The thinking is that traditionally too many of the parameters that have been used up to now to assess people — what college was attended, or where people have worked already — have been essentially cutting many already-disenfranchised groups out of the process.

Given that LinkedIn currently has no way of ascertaining when people on its platform are from minority backgrounds, a skills assessment — and especially a good result on one — might potentially help tip the balance in favor of meritrocracy (if not proactive diversity focused hiring as such).

For regular users, the option to take skills assessments and add them to your profile will appear for users as a button in the skills and endorsements area of their profiles.

Users take short tests — currently only multiple choice — which Dogan says are created by professionals who are subject area experts that already work with LinkedIn, for example to write content for LinkedIn learning.

Indeed, in November last year, the company expanded LinkedIn Learning to include content from third-party providers and Q&A interactivity so there is a trove of work already there that might be repurposed as part of this new effort.

These tests measure your knowledge in specific areas, and if you pass, you are given a badge that you can apply to your profile page, and potentially broadcast out to those who are looking for people with the skills you’ve just verified you have. (This is presuming that you are not cheating and having someone else take the test for you, or taking it while looking up answers elsewhere.) You can opt out of sharing the information anywhere else, if you choose.

If you fail, you have three months to wait before taking it again, and in the meantime LinkedIn will use the moment to upsell you on its other content: you get offered LinkedIn Learning tests to improve your skills.

For those who pass, they will need to retake tests every year to keep their badges and credentials.

On the side of recruiters, they are able to use the data that gets amassed through the tests as a way of better filtering out users when sourcing candidate pools for job openings. This is a huge issue on a platform like LinkedIn: while having a large group of people on there is a boost for finding matches, in fact there can be too many, and too much of a challenge and time suck to figure out who is genuinely suitable for a particular role.

There is another angle where the skills are being used to help LinkedIn monetise: those who are putting in ads for jobs can now buy ads that are targeted specifically to people with certain skills that have been verified through assessments.

There are still some shortfalls in the skills assessment tool as it exists now. For example, coding tests are all multiple choice, but that’s not how many coding environments work these days. (Triplebyte for example offers collaborative assessments.) And of course, skills is just one aspect of how people might fit into a particular working environment. (Currently there are no plans to bring in psychometric or similar assessments, Dogan said.) This is an interesting start, however, and worth testing the waters as more interesting variations in recruitment and connecting professionals online continue to proliferate.

 

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GitLab hauls in $268M Series E on 2.75B valuation

GitLab is a company that doesn’t pull any punches or try to be coy. It actually has had a page on its website for some time stating it intends to go public on November 18, 2020. You don’t see that level of transparency from late-stage startups all that often. Today, the company announced a huge $268 million Series E on a tidy $2.75 billion valuation.

Investors include Adage Capital Management, Alkeon Capital, Altimeter Capital, Capital Group, Coatue Management, D1 Capital Partners, Franklin Templeton, Light Street Capital, Tiger Management Corp. and Two Sigma Investments.

The company seems to be primed and ready for that eventual IPO. Last year, GitLab co-founder and CEO Sid Sijbrandij said that his CFO Paul Machle told him he wanted to begin planning to go public, and he would need two years in advance to prepare the company. As Sijbrandij tells it, he told him to pick a date.

“He said, I’ll pick the 16th of November because that’s the birthday of my twins. It’s also the last week before Thanksgiving, and after Thanksgiving, the stock market is less active, so that’s a good time to go out,” Sijbrandij told TechCrunch.

He said that he considered it a done deal and put the date on the GitLab Strategy page, a page that outlines the company’s plans for everything it intends to do. It turned out that he was a bit too quick on the draw. Machle had checked the date in the interim and realized that it was a Monday, which is not traditionally a great day to go out, so they decided to do it two days later. Now the target date is officially November 18, 2020.

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GitLab has the date it’s planning to go public listed on its Strategy page.

As for that $268 million, it gives the company considerable runway ahead of that planned event, but Sijbrandij says it also gives him flexibility in how to take the company public. “One other consideration is that there are two options to go public. You can do an IPO or direct listing. We wanted to preserve the optionality of doing a direct listing next year. So if we do a direct listing, we’re not going to raise any additional money, and we wanted to make sure that this is enough in that case,” he explained.

Sijbrandij says that the company made a deliberate decision to be transparent early on. Being based on an open-source project, it’s sometimes tricky to make that transition to a commercial company, and sometimes that has a negative impact on the community and the number of contributions. Transparency was a way to combat that, and it seems to be working.

He reports that the community contributes 200 improvements to the GitLab open-source product every month, and that’s double the amount of just a year ago, so the community is still highly active in spite of the parent company’s commercial success.

It did not escape his notice that Microsoft acquired GitHub last year for $7.5 billion. It’s worth noting that GitLab is a similar kind of company that helps developers manage and distribute code in a DevOps environment. He claims in spite of that eye-popping number, his goal is to remain an independent company and take this through to the next phase.

“Our ambition is to stay an independent company. And that’s why we put out the ambition early to become a listed company. That’s not totally in our control as the majority of the company is owned by investors, but as long as we’re more positive about the future than the people around us, I think we can we have a shot at not getting acquired,” he said.

The company was founded in 2014 and was a member of Y Combinator in 2015. It has been on a steady growth trajectory ever since, hauling in more than $426 million. The last round before today’s announcement was a $100 million Series D last September.

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Data storage company Cloudian launches a new edge analytics subsidiary called Edgematrix

Cloudian, a company that enables businesses to store and manage massive amounts of data, announced today the launch of Edgematrix, a new unit focused on edge analytics for large data sets. Edgematrix, a majority-owned subsidiary of Cloudian, will first be available in Japan, where both companies are based. It has raised a $9 million Series A from strategic investors NTT Docomo, Shimizu Corporation and Japan Post Capital, as well as Cloudian co-founder and CEO Michael Tso and board director Jonathan Epstein. The funding will be used on product development, deployment and sales and marketing.

Cloudian itself has raised a total of $174 million, including a $94 million Series E round announced last year. Its products include the Hyperstore platform, which allows businesses to store hundreds of petrabytes of data on premise, and software for data analytics and machine learning. Edgematrix uses Hyperstore for storing large-scale data sets and its own AI software and hardware for data processing at the “edge” of networks, closer to where data is collected from IoT devices like sensors.

The company’s solutions were created for situations where real-time analytics is necessary. For example, it can be used to detect the make, model and year of cars on highways so targeted billboard ads can be displayed to their drivers.

Tso told TechCrunch in an email that Edgematrix was launched after Cloudian co-founder and president Hiroshi Ohta and a team spent two years working on technology to help Cloudian customers process and analyze their data more efficiently.

“With more and more data being created at the edge, including IoT data, there’s a growing need for being able to apply real-time data analysis and decision-making at or near the edge, minimizing the transmission costs and latencies involved in moving the data elsewhere,” said Tso. “Based on the initial success of a small Cloudian team developing AI software solutions and attracting a number of top-tier customers, we decided that the best way to build on this success was establishing a subsidiary with strategic investors.”

Edgematrix is launching in Japan first because spending on AI systems there is expected to grow faster than in any other market, at a compound annual growth rate of 45.3% from 2018 to 2023, according to IDC.

“Japan has been ahead of the curve as an early adopter of AI technology, with both the governmetn and private sector viewing it as essential to boosting productivity,” said Tso. “Edgematrix will focus on the Japanese market for at least the next year, and assuming that all goes well, it would then expand to North America and Europe.”

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The We Company reportedly will put its public offering on hold

The We Company, parent company of the short-term real estate property management and development company WeWork and other We-related subsidiaries, is reportedly shelving its plans for an initial public offering.

The company’s plans for a public offering have been hampered by questions about its corporate governance and the ultimate value of a company that private investors once thought was worth nearly $50 billion.

Public investors were balking at that sky-high valuation and the company’s questionable governance practices under chief executive officer and co-founder, Adam Neumann, according to The Wall Street Journal, which first reported the news that The We Company would put its offering on hold. 

Over the past few weeks, The We Company has made several moves to allay investors’ concerns. The company unwound some particularly egregious transactions with Neumann and added new directors. It also moved to limit Neumann’s power at the company.

Last week, the company amended its prospectus to include the appointment of an independent lead director. It also slashed the strength of Class B and Class C shares so Neumann would not have 20 times the voting power of other shareholders, and removed Neumann’s wife from succession planning at the company.

Even these steps were not enough to comfort Wall Street investors, apparently. Not even the attempts to slash the company’s valuation to below $10 billion could attract enough investor interest to the public offering. And the opacity of The We Company’s reporting and metrics likely did nothing to help matters in the eyes of the investing public.

Now that The We Company is likely to pull its public offering… and with Uber and Lyft underperforming in their first year as public companies, perhaps venture capital firms will rethink the sky-high valuations they’d placed on their portfolio companies. Perhaps it’s time to relearn the lesson that greed may not actually be good.

We have reached out to The We Company for comment and will update with their response.

This story is developing. 

 

 

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What startup CSOs can learn from three enterprise security experts

How do you keep your startup secure?

That’s the big question we explored at TC Sessions: Enterprise earlier this month. No matter the size, every startup is an enterprise. Every startup will grow in size as it builds out. But as a company expands, that rapid growth can lead to a distraction from the foundational principle of any modern company — keeping it secure.

Security isn’t just a buzzword. As some of the largest companies in Silicon Valley have shown, security can be difficult. From storing passwords in plaintext to data breaches galore, how can startups learn from some of the biggest security lapses in the tech industry’s history?

Our panel consisted of three of the brightest minds in enterprise security: Wendy Nather, head of advisory CISOs at Duo Security, is an enterprise security expert; Martin Casado, general partner at Andreessen Horowitz, is a security and enterprise startup investor; and Emily Heath, United’s chief information security officer, oversees the security operations of the largest U.S. airlines.

This is what advice they had.

Security from the very start

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I hope Apple Arcade makes room for weird, cool shit

Apple Arcade seems purpose-built to make room in the market for beautiful, sad, weird, moving, slow, clever and heartfelt. All things that the action, shooter and MOBA-driven major market of games has done nothing to foster over the last decade.

I had a chance to play a bunch of the titles coming to Apple Arcade, which launched today in a surprise move for some early testers of iOS 13. Nearly every game I played was fun, all were gorgeous and some were really, really great.

A few I really enjoyed, in no particular order:

20190524 WCF GameplayScreenshot wcf screenShot mcFishShakeJump 1080

Where Cards Fall — A Snowman game from Sam Rosenthal. A beautiful game with a clever card-based mechanic that allows room for story moments and a ramping difficulty level that should be fantastic for short play sessions. Shades of Monument Valley, of course, in its puzzle + story interleave and in its willingness to get super emotional about things right away. More of this in gaming! Super satisfying gameplay and crisp animations abound.

20190729 Overland GameplayScreenshot 09 Basin

Overland — Finji — Overland is one of my most anticipated games from the bunch, I’ve been following the development of this game from the Night in the Woods and Canabalt creators for a long time. It does not disappoint, with a stylized but somehow hyper-realized post apocalyptic turn-based system that transmits urgency through economy of movement. Every act you take counts. Given that it’s a roguelike, the story is told through the world rather than through an individual character’s narrative and the world does a great job of it.

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Oceanhorn 2 — Cornfox & Brothers — The closest to a native Zelda you’ll get on iOS — this plays great on a controller. Do yourself a favor and try it that way.

20190712 Spek GameplayScreenshot Spek Screen C 3

Spek — RAC7 — One of those puzzle games people will plow through, it makes the mechanics simple to understand, then begins to really push and prod at your mastery of them over time. The AR component of the app seems like it will be a better party game than solo experience, but the effects used here are great and it really plays with distance and perspective in a way that an AR game should. A good totem for the genre going forward.

I was able to play several of the games across all three platforms, including Apple TV with an Xbox controller, iPhone and iPad. While some favored controller (Skate City) and others touch controls (Super Impossible Road), all felt like I could play them either way without much difficulty.

There are also some surprises in the initial batch of games, like Lego Brawls — a Smash Brothers clone that will be a big hit for car rides and get-togethers, I think.

My hope is that the Apple Arcade advantage, an aggressive $4.99 price and prime placement in the App Store, may help create an umbrella of sorts for games that don’t fit the “big opening weekend” revenue mold, and I hope Apple leans into that. I know that there may be action-oriented and big-name titles in the package now and in the future, and that’s fine. But there are many kinds of games out there that are fantastic, but “minor” in the grand scheme of things, and having a place that could create sustainability in the market for these gems is a great thing.

The financial terms were not disclosed by Apple, but many of the developers appear to have gotten upfront money to make games for the platform and, doubtless, there is a rev share on some sort of basis, probably usage or installs. Whatever it is, I hope the focus is on sustainability, but the people responsible for Arcade inside Apple are making all the right noises about that, so I have hope.

I am especially glad that Apple is being aggressive with the pricing and with the restrictions it has set for the store, including no in-app purchases or ads. This creates an environment where a parent (ratings permitting) can be confident that a kid playing games from the Arcade tab will not be besieged with casino ads in the middle of their puzzle game.

There is, however, a general irony in the fact that Apple had to create Apple Arcade because of the proliferation of loot box/currency/in-app purchase revenue models. An economy driven by the App Store’s overall depressive effect on the price of games and the decade long acclimation people have had to spending less and less, down to free, for games and apps on the store.

By bundling them into a subscription, Apple sidesteps the individual purchase barrier that it has had a big hand in creating in the first place. While I don’t think it is fully to blame — plenty of other platforms aggressively promote loot box mechanics — a big chunk of the responsibility to fix this distortion does rest on Apple. Apple Arcade is a great stab at that and I hope that the early titles are an indicator of the overall variety and quality that we can expect.

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Apple Arcade is now available for some iOS 13 beta users

If you’re running a beta version of iOS 13 or 13.1, chances are you can now open the App Store and subscribe to Apple Arcade. The company has been rolling out its new subscription service, as MacRumors spotted. It works on my iPhone running a public beta version of iOS 13.1.

Apple Arcade requires iOS 13, tvOS 13 or macOS Catalina, which means that you won’t be able to access the service before updating to the new major versions of the operating systems. The final version of iOS 13 is set to launch on Thursday on the iPhone.

Originally announced earlier this year, Apple has been working on an ad-free gaming service that lets you download and play games for a monthly subscription fee. These games have no ads or in-app purchases.

Essentially, you pay $4.99 per month to access a library with dozens of games. Subscriptions include a one-month free trial and work with family sharing.

You can browse the selection of games without subscribing. There are currently 53 games available, but Apple said that it plans to launch more than 100 games this fall.

Apple Arcade 1

Each game has its own App Store page with a trailer, screenshots and some new icons indicating the age rating, category, number of players and more.

If you search for a game on the App Store and you’re not an Apple Arcade subscriber, you get a new button that tells you that you can try it free by subscribing to Apple Arcade. It also says “Apple Arcade” above the app name.

Apple Arcade 2

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