Raise Some Hell: WWE® 2K16 Now Available

Largest roster in WWE video games history, historic 2K Showcase based
on WWE Hall of Famer Stone Cold Steve Austin®, enhanced Creation Suite
features, robust online overhaul and key gameplay refinements align for
latest franchise release

today announced that WWE®
, the newest addition to the flagship WWE video game
franchise, is available now in North America for the PlayStation®4 and
PlayStation®3 computer entertainment systems, Xbox One and Xbox 360. WWE
delivers the most authentic, comprehensive and
action-packed WWE video game experience to date, including the largest
roster of WWE Superstars, Divas and Legends in WWE games history, the
story-driven 2K Showcase based on WWE 2K16 cover
Superstar Stone Cold Steve Austin® and significant additions to the
game’s Creation Suite and online offerings, as well as a host of
gameplay enhancements. WWE 2K16 is currently
scheduled for release internationally on October 30, 2015.

WWE 2K16 builds upon last year’s foundation and delivers
a great combination of authenticity, realism, gameplay and popular
features,” said Greg Thomas, President at Visual Concepts. “This year’s
huge roster, memorable 2K Showcase, second year MyCareer offering,
additions to Creation Suite and improved Online offerings are certain to
ignite the WWE Universe.”

WWE 2K16 feature highlights include:

  • Extensive Roster: Offering more than 120 playable characters,
    including cover Superstar Stone Cold Steve Austin alongside WWE
    Superstars Seth Rollins™, Daniel Bryan®, Brock Lesnar, Dwayne “The
    Rock®” Johnson, Undertaker® and Dean Ambrose™, WWE Diva Paige™ and NXT
    Superstar Finn Bálor™, WWE 2K16 delivers the largest
    roster in WWE games history;
  • Arnold Schwarzenegger as The Terminator: Fans who pre-ordered WWE
    at any participating retailer will receive two exclusive
    playable versions of 2015 WWE Hall of Fame inductee and global action
    film icon Arnold Schwarzenegger as T-800 from The Terminator and
    T-800 from Terminator 2: Judgment Day;
  • Gameplay Improvements: WWE 2K16 builds upon last
    year’s foundation, including key enhancements and innovations to
    deliver the strongest WWE gameplay experience to date. Improved
    controls, a new reversal system, new pin system and chain wrestling
    improvements are chief among the enhancements this year;
  • 2K Showcase: The franchise’s popular story-based
    mode returns in WWE 2K16, enabling players to relive
    more than 25 iconic moments in Stone Cold Steve Austin’s career,
    including matches with The Rock, Undertaker, Bret Hart, Shawn Michaels
    and Mr. McMahon. Along the way, they are treated to video packages
    featuring classic WWE footage and complete objectives to unlock
    legendary characters, entrance and ring gear, match types and other
    unlockable content;
  • Creation Suite: WWE 2K16’s Creation
    Suite deepens the player’s arsenal with new feature options, including
    Create-a-Diva, Create-a-Championship, Create-an-Arena and
    Create-a-Show. Key improvements were also made to existing
    fan-favorite offerings, including Create-a-Superstar,
    Create-an-Entrance, Superstar Studio and Community Creations. In
    addition, the franchise-first WWE 2K16 Creation Studio App
    explores player freedom like never before through import of face and
    logo photos via iOS and Android devices to create custom Superstars
    and Divas with unique faces, tattoos, arena decals, Championship
    designs, electronic billboards, show logos and more;
  • MyCareer: The franchise’s career-driven mode, now
    in its second year, will see players define their legacies by making
    critical choices in their quest to be inducted in the WWE Hall of
    Fame. Players will begin their journey at the WWE Performance Center,
    and through a series of objectives, rise through the ranks to join
    NXT, compete to earn a spot on the WWE main roster and strive for the
    ultimate prize of a Hall of Fame induction. As part of the quest,
    players can now conduct personality-driven interviews, interfere with
    rivals, form tag teams or create alliances en route to defining their
    legendary careers;
  • Online: WWE 2K16 provides players with multiple ways to
    play online with the WWE 2K community. No longer utilizing
    background matchmaking, the game now offers a prestige system that
    tracks user progress and results throughout their online careers.
    Additional online features include:
  • WWE Live: WWE 2K16’s standard matchmaking option
    delivers more match types to compete in this year. In addition, after
    choosing their Superstars and match types, players will enter a
    practice session to warm up their Superstars while the system finds
    opponents and sets up matches;
  • 2K Tonight: This new feature delivers dynamic daily events,
    themed after all major WWE television shows and pay-per-views, with
    opportunities to provide players with boosts for their participation;
  • Team Up: Requested by the WWE 2K community, players can now
    invite friends to join them in two- or three-man tag team competitions
    against others;
  • Private Match: This feature offers complete freedom for players to
    invite their friends to their own matches, enabling them to play
    online together;
  • Community Creations: An online staple of the WWE 2K online
    experience, this feature enables users to upload, explore and download
    the best custom Superstars, Divas, Arenas, Shows, Movesets and logos
    created by the WWE Universe;
  • WWE Universe: WWE 2K16 makes core
    improvements to stories, rivals and match card selections. In
    addition, for the first time, Superstars can be assigned to multiple
    shows, enabling players to have a broader experience;
  • Overall Upgrades: For the first time, a three-man commentary
    team is now a part of the franchise, with John “Bradshaw” Layfield
    joining returning commentators Michael Cole and Jerry “The King”
    Lawler. Also new this year, seamless transitions between entrances and
    the start of matches now see the camera pan the arena and to the
    commentary team for thoughts on the upcoming matches. Significant
    improvements were also made to overall match presentation and flow.
  • Downloadable Content and Season Pass: Players may
    purchase nearly all WWE 2K16 downloadable content at a
    reduced price point through the game’s Season Pass. For a
    suggested price of $24.99, a savings of more than 20 percent versus
    individual content purchases, players will receive the following items
    as they become available:
  • Accelerator: Access to all unlockable content in the game;
  • 2015 Hall of Fame Showcase: seven playable matches;
  • New Moves Pack: more than 30 new moves;
  • Future Stars Pack: five playable NXT® Superstars.

Developed collaboratively by Yuke’s and Visual Concepts, a 2K studio, WWE
is rated T for Teen by the ESRB. WWE 2K16 is
available now in North America and October 30, 2015 internationally on
PS4™ and PS3™ systems, Xbox One and Xbox 360. For more information on WWE
and 2K, visit wwe.2k.com,
become a fan on Facebook,
follow the game on Twitter
and Instagram
using the hashtags #WWE2K16 and #RaiseSomeHell or subscribe on YouTube.

2K is a wholly owned publishing label of Take-Two Interactive Software,

“PlayStation” and “PS3” are registered trademarks. “PS4” and “PSN” are
trademarks of Sony Computer Entertainment Inc.

All trademarks and copyrights contained herein are the property of their
respective holders.

About WWE

a publicly traded company (NYSE:WWE), is an integrated media
organization and recognized leader in global entertainment. The company
consists of a portfolio of businesses that create and deliver original
content 52 weeks a year to a global audience. WWE is committed to family
friendly entertainment on its television programming, pay-per-view,
digital media and publishing platforms. WWE programming reaches more
than 650 million homes worldwide in 25 languages. WWE Network, the
first-ever 24/7 over-the-top premium network that includes all 12 live
pay-per-views, scheduled programming and a massive video-on-demand
library, is currently available in more than 175 countries. The company
is headquartered in Stamford, Conn., with offices in New York, Los
Angeles, London, Mexico City, Mumbai, Shanghai, Singapore, Dubai, Munich
and Tokyo.

Additional information on WWE (NYSE:WWE) can be found at wwe.com
and corporate.wwe.com.
For information on our global activities, go to http://www.wwe.com/worldwide/.

Trademarks: All WWE programming, talent names, images, likenesses,
slogans, wrestling moves, trademarks, logos and copyrights are the
exclusive property of WWE and its subsidiaries. All other trademarks,
logos and copyrights are the property of their respective owners.

Forward-Looking Statements: This press release contains forward-looking
statements pursuant to the safe harbor provisions of the Securities
Litigation Reform Act of 1995, which are subject to various risks and
uncertainties. These risks and uncertainties include, without
limitation, risks relating to: WWE Network; major distribution
agreements; our need to continue to develop creative and entertaining
programs and events; the possibility of a decline in the popularity of
our brand of sports entertainment; the continued importance of key
performers and the services of Vincent K. McMahon; possible adverse
changes in the regulatory atmosphere and related private sector
initiatives; the highly competitive, rapidly changing and increasingly
fragmented nature of the markets in which we operate and greater
financial resources or marketplace presence of many of our competitors;
uncertainties associated with international markets; our difficulty or
inability to promote and conduct our live events and/or other businesses
if we do not comply with applicable regulations; our dependence on our
intellectual property rights, our need to protect those rights, and the
risks of our infringement of others’ intellectual property rights; the
complexity of our rights agreements across distribution mechanisms and
geographical areas; potential substantial liability in the event of
accidents or injuries occurring during our physically demanding events
including, without limitation, claims relating to CTE; large public
events as well as travel to and from such events; our feature film
business; our expansion into new or complementary businesses and/or
strategic investments; our computer systems and online operations; a
possible decline in general economic conditions and disruption in
financial markets; our accounts receivable; our revolving credit
facility; litigation; our potential failure to meet market expectations
for our financial performance, which could adversely affect our stock;
Vincent K. McMahon exercises control over our affairs, and his interests
may conflict with the holders of our Class A common stock; a substantial
number of shares are eligible for sale by the McMahons and the sale, or
the perception of possible sales, of those shares could lower our stock
price; and the relatively small public “float” of our Class A common
stock. In addition, our dividend is dependent on a number of factors,
including, among other things, our liquidity and historical and
projected cash flow, strategic plan (including alternative uses of
capital), our financial results and condition, contractual and legal
restrictions on the payment of dividends (including under our revolving
credit facility), general economic and competitive conditions and such
other factors as our Board of Directors may consider relevant.
Forward-looking statements made by the Company speak only as of the date
made and are subject to change without any obligation on the part of the
Company to update or revise them. Undue reliance should not be placed on
these statements. For more information about risks and uncertainties
associated with the Company’s business, please refer to the
“Management’s Discussion and Analysis of Financial Condition and Results
of Operations” and “Risk Factors” sections of the Company’s SEC filings,
including, but not limited to, our annual report on Form 10-K and
quarterly reports on Form 10-Q.

About Take-Two Interactive Software

Headquartered in New York City, Take-Two Interactive Software, Inc. is a
leading developer, publisher and marketer of interactive entertainment
for consumers around the globe. The Company develops and publishes
products through its two wholly-owned labels Rockstar Games and 2K. Our
products are designed for console systems and personal computers,
including smartphones and tablets, and are delivered through physical
retail, digital download, online platforms and cloud streaming services.
The Company’s common stock is publicly traded on NASDAQ under the symbol
TTWO. For more corporate and product information please visit our
website at http://www.take2games.com.

About 2K

Founded in 2005, 2K develops and publishes interactive entertainment
globally for console systems, handheld gaming systems and personal
computers, including smartphones and tablets, which are delivered
through physical retail, digital download, online platforms and cloud
streaming services. 2K publishes titles in today’s most popular gaming
genres, including shooters, action, role-playing, strategy, sports,
casual, and family entertainment. The 2K label has some of the most
talented development studios in the world today, including Firaxis
Games, Visual Concepts, Hangar 13, Cat Daddy Games and 2K China. 2K’s
stable of high quality titles includes the critically acclaimed
BioShock®, Borderlands™, and XCOM® franchises, the beloved Sid Meier’s
Civilization series, the innovative Evolve™, the popular WWE 2K
franchise and NBA 2K, the #1 rated and #1 selling basketball franchise*.
2K is headquartered in Novato, California and is a wholly owned label of
Take-Two Interactive Software, Inc. (NASDAQ:TTWO). For more information,
please visit www.2k.com.

*According to 2008 – 2015 Metacritic.com and The NPD
Group estimates of U.S. retail video game sales through September 2015.

Cautionary Note Regarding Forward-Looking Statements

The statements contained herein which are not historical facts are
considered forward-looking statements under federal securities laws and
may be identified by words such as “anticipates,” “believes,”
“estimates,” “expects,” “intends,” “plans,” “potential,” “predicts,”
“projects,” “seeks,” “will,” or words of similar meaning and include,
but are not limited to, statements regarding the outlook for the
Company’s future business and financial performance. Such
forward-looking statements are based on the current beliefs of our
management as well as assumptions made by and information currently
available to them, which are subject to inherent uncertainties, risks
and changes in circumstances that are difficult to predict. Actual
outcomes and results may vary materially from these forward-looking
statements based on a variety of risks and uncertainties including: our
dependence on key management and product development personnel, our
dependence on our Grand Theft Auto products and our ability to
develop other hit titles, the timely release and significant market
acceptance of our games, the ability to maintain acceptable pricing
levels on our games, our ability to raise capital if needed and risks
associated with international operations. Other important factors and
information are contained in the Company’s Annual Report on Form 10-K
for the fiscal year ended March 31, 2015, including the risks summarized
in the section entitled “Risk Factors,” the Company’s Quarterly Report
on Form 10-Q for the fiscal quarter ended June 30, 2015, and the
Company’s other periodic filings with the SEC, which can be accessed at www.take2games.com.
All forward-looking statements are qualified by these cautionary
statements and apply only as of the date they are made. The Company
undertakes no obligation to update any forward-looking statement,
whether as a result of new information, future events or otherwise.


Jaime Jensen, 415-507-7910
Communications for 2K

Erik Robertson, 415-844-6266
Interactive Software, Inc.

Alan Lewis, 646-536-2983
Altman, 203-352-1177