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S.T.A.L.K.E.R. 2: Heart of Chornobyl

worldwide-campaignsS.T.A.L.K.E.R. 2: Heart of Chornobyl

GSC Game World

Renaissance was the Global Communication Agency for GSC’s S.T.A.L.K.E.R. 2 along with being the logistical support for Xbox on this release, also collaborating with SEGA & 4Divinity for global activations, plus being responsible for the key distribution to media & content creators at launch.

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With the expertise within the team, RPR delivered a 6-month strategy & activation that has become the biggest single title release to date so far handled solely by the core RPR team without external agencies

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Within the first 7 days of the “Out Now” press release there were 3,117 articles published, reaching an estimated potential of 27 billion views across the globe. 1,491 of those articles were from Tier 1 media, both specialist & mainstream.

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Thus far, 179 global reviews have been published, including Tier 1 media such as IGN, Gamespot, GamesRadar+, TechRadar, Multiplayer.it, TheGamer, NME, Wccftech, VG247, PC Gamer, VGC, & Rock Paper Shotgun, to name just a few.

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The volume of coverage contributed to Stalker 2 being the No. 1 video game for PC store discoverability globally, according to data from 18th to 24th Nov, plus it was also the 3rd most popular product for coverage in the week of 27th Nov to 3rd Dec.

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Renaissance was also responsible for delivering bookings, activities & events at SGF, gamescom, VIP hands on previews & also the Developer Deep Dive/Direct, collaborating with Xbox, SEGA & 4Divinity along the way.

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Events prior to launch had a total of 88 T1 media & cc booked in for hands-on at SGF, 44 interviews & 55 hands-on sessions at Gamescom, along with 60 T1 media for trips to both Prague & LA hands-on previews.

Post Launch BAFTA London saw the 227-seat Princess Anne Theatre at capacity, with members across film, music, gaming & entertainment having a screening of War Game: The Making of S.T.A.L.K.E.R. 2, followed by a live discussion between GSC, Xbox Global & Film teams with 15 members post-release context to the documentary & game. of global press were invited, including IGN, Eurogamer, Evening Standard & more.

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Renaissance was also responsible for the global content creator & influencer campaign, researching & outreaching to over 320 targeted creators worldwide, focusing on Tier 1 with a provable history of playing first-person shooters, survival titles & who had shown a prior passion for the Stalker series.

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Over 70% took code & 7 days post launch Stalker 2 content had been viewed over 80 million times, although this number is likely considerably higher based on the sheer number of smaller creators not within this.

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There were over 110,000 streams with a watch time of 12 million & over 255,000 hours of gameplay had been broadcast. It was also tracking in the Top 5 most played games on Twitch two hours ahead of launch.

More than 7000 channels covered the game across YouTube & Twitch.

All of this was achieved ORGANICALLY!

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