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    Many Cats Studios appoints second Impact cohort to champion disabled gaming professionals
    Many Cats Studios appoints second Impact cohort to champion disabled gaming professionalsAfter a successful inaugural year, Many Cats wants to "continue this important work"Image credit: Impact / Many Cats News by Vikki Blake Contributor Published on Nov. 14, 2024 Many Cats Studios has announced the cohort for its second Impact campaign, an initiative dedicated to showcasing and celebrating the talents of disabled and neurodivergent UK-based games industry professionals."Bringing representation across disability and neurodiversity conditions," this year's cohort includes industry professionals bringing representation of visual impairment, myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS), audio processing issues, autism and ADHD, and Type 1 diabetes.The cohort - detailed below - will have access to peer support and join a network of disabled and neurodivergent individuals as "part of a supportive community."Olivia Arnell, Art Producer, Sponge HammerLauranora Swain, Junior Tools UX Developer, Frontier DevelopmentsJonas Gawe, Community & Events Lead, Into GamesBen Sightless Kombat Breen, Accessible Gaming Officer, RNIBHollie Page, Associate Programmer, Electric Square / Lively StudioiPetrichora "Chora", Content Creator, Freelance"There has been a lot of success with Impact last year so we at Many Cats really wanted to continue the important work," said Harriet Frayling, project lead for Impact at Many Cats Studios."The first year cohort really found lifelong friends in each other and supported each other through the challenges and successes of being a disabled or neurodivergent person working in the UK games industry."Many Cats have lots of plans for community engagement with Impact, bringing more chances for the cohort to find opportunities and successes with their careers. We plan to build our Discord community so any disabled or neurodivergent individual can share their voice and experiences, this includes connections across the world, not just the UK!"
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    Valve accused of "allowing the proliferation of hate" on Steam
    Valve accused of "allowing the proliferation of hate" on SteamADL's Center on Extremism says it has discovered "millions of examples of extremist and hateful content"Image credit: Valve / Steam News by Vikki Blake Contributor Published on Nov. 14, 2024 The Anti-Defamation League has accused Valve of "allowing the proliferation of hate" on its digital platform and storefront, Steam.Analysing data on an "unprecedented, platform-wide scale", the ADL's Center on Extremism said that of the 458+ million profiles, 152+ million profile and group avatar images, and 610+ million comments on user profiles and groups, it found "millions of examples of extremist and hateful content, including explicit hate symbols."As reported by Eurogamer, in all, the analysis located 1.8m "unique pieces" of extremist or hateful content, with 1.5m million unique users - and over 70,000 groups - that used "at least one potentially extremist or hateful symbol, copypasta or keyword on the platform."Furthermore, 820,000+ avatars were identified as having extremist or hateful symbols, including swastikas and hateful reimaginings of the "Pepe" meme. The report suggests that "these numbers are likely to be conservative.""While Steam appears to be technically capable of moderating extremist and hateful content on its platform, the spread of extremist content on the platform is due in part to Valve's highly permissive approach to content policy," the organisation said."In rare notable cases, Steam has selectively removed extremist content, largely based around extremist groups publicised in reporting or in response to governmental pressure. However, this has been largely ad hoc, with Valve failing to systematically address the issue of extremism and hate on the platform."The ADL is now urging Valve to adopt policies prohibiting extremism and hate, and enforce the policies "accurately at scale."
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    Microsoft interested in more M&A, Spencer says
    Microsoft interested in more M&A, Spencer says"We're not going to grow the market with $1,000 consoles," Microsoft Gaming boss says as the firm looks at mobile News by Marie Dealessandri Deputy Editor Published on Nov. 13, 2024 Microsoft still has an eye on potential games-related acquisitions, particularly in mobile or in places that could add "geographic diversity" to Xbox's portfolio.That's according to a Phil Spencer interview with Bloomberg, with the Microsoft Gaming boss adding: "We definitely want to be in the market, and when we can find teams and technology and capability that add to what we're trying to do in gaming at Microsoft, absolutely we will keep our heads up."He reportedly added that there aren't any "imminent" deals though, and that large companies are likely not what the firm would be targeting as it's still in transition following the ABK acquisition.Spencer also said that Microsoft is in particular interested in China, especially following its successful launch of Age of Empires Mobile in partnership with Tencent."It's been a good area for us to learn from creative teams that have real unique capability," he said. "The real opportunity is to partner with creative teams in China for global."Still on the topic of mobile, Spencer said he's feeling "pretty good about where this industry is going," adding: "To reach new players, we need to be creative and adaptive of new business models, new devices, new ways of access. We're not going to grow the market with $1,000 consoles."He added that Xbox's mobile storefront, which was due to launch this summer, has been delayed to an unspecified date as the company further researches the market.Spencer also shared that Microsoft is looking at handheld and working on hardware prototypes on that front, though anything more concrete is "a few years out" for Xbox.He touched upon the topic of Xbox games on Sony and Nintendo's platforms as well, saying we should expect Microsoft to do more cross-platform launches of its IP going forward."I do not see sort of red lines in our portfolio that say 'thou must not'," he told Bloomberg.Microsoft recently released its financial results for Q1 of its fiscal year 2025, showing strong growth over its gaming segments following the Activision acquisition, though Xbox hardware revenue is down.
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    76% of US kids want consoles and games for Christmas
    76% of US kids want consoles and games for ChristmasESA survey also found that 38% of children were planning to ask for in-game currency News by Sophie McEvoy Staff Writer Published on Nov. 13, 2024 76% of children in the US are planning to ask for game-related gifts this holiday season, with almost half of those surveyed requesting consoles.This is according to the Entertainment Software Association, which surveyed 500-plus children (ages 10 to 17) on the gifts they wish to receive this Christmas.This percentage has increased slightly from last year, where 72% of those surveyed planned to ask for video game products.Aside from consoles, subscription services came in second at 43% followed by a tie between console games and game accessories at 41%. In-game currency was the least popular game-related item, with 38% of children surveyed expressing interest.The ESA also surveyed 500 adults about how much they plan to spend on themselves and others over the holidays, which amounted to $312 on average.Game-related products were top of children's wish-lists, with 67% asking for money and gift cards or clothes and electronics at 66%."Video games and video game technology have evolved quite a bit since today's parents were kids themselves, but the fun and joy created by gameplay for families remains the same," said ESA president and CEO Stanley Pierre-Louis."Parents see video games as more than simply a gift. With 83% of US parents who say they play video games with their children, games serve as a powerful tool for families to connect with one another, especially during the holidays."
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    ZeniMax QA workers to strike over concerns about return to office mandate and outsourcing
    ZeniMax QA workers to strike over concerns about return to office mandate and outsourcingMembers of ZeniMax Workers United-CWA say firm didn't notify union about contracting out work News by Sophie McEvoy Staff Writer Published on Nov. 13, 2024 Hundreds of employees from ZeniMax Studios are striking today in response to its remote work policy and outsourcing of quality assurance work.The Communication Workers of America filed an unfair labour practice charge against ZeniMax last month for allegedly contracting out QA work without notifying the union.Members of the ZeniMax Workers United-CWA have raised concerns that this decision "threatens job security amid record layoffs across the video games industry."The protest will take place in ZeniMax offices across the US, including locations in Maryland and Texas.Last month, workers from Activision's QA department in Eden Prairie, Minnesota walked out in protest against return-to-office mandates. Activision workers group ABetterABK claimed the firm "refus[ed] accommodations as a way to force them to quit."In January 2023, ZeniMax Workers United-CWA became the first video game studio union at Microsoft, and represents over 300 QA workers in Maryland and Texas.
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    Casual studio Funstop Games secures $5 million in Series A funding
    Casual studio Funstop Games secures $5 million in Series A fundingFunding will be used to "ramp up" development efforts and expand portfolioImage credit: Funstop Games News by Vikki Blake Contributor Published on Nov. 13, 2024 Casual gaming studio Funstop Games has secured $5 million in its Series A funding.As reported by The Economic Times, the funding round - led by 360 One Asset - will be used to "ramp up" Funstop's development efforts, expand its portfolio, and build its ad-tech systems.With 360 One Asset coming onboard, we aim to be truly global with rapid expansion across the genres and doubling down on the India growth story," said co-founder Prashanth Vijay."The 360 One Asset team would bring in a [sic] depth understanding about the gaming ecosystem, a playbook on global expansion, and most importantly, the know-how on scaling up rapidly, making them ideal partners for us at this stage.India's gaming industry is on the cusp of global recognition, and Funstop Games is here to drive that momentum. This investment gives us the resources to scale our operations, expand our portfolio, and bring uniquely Indian storytelling to a global audience," added additional co-founder Tamesh Sharma.
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    Ubisoft appoints new chief people officer
    Ubisoft appoints new chief people officerSbastien Froidefond will "lead Ubisoft's global people strategy, driving excellence in human resources across the company" News by Vikki Blake Contributor Published on Nov. 13, 2024 Ubisoft has appointed a new chief people officer: Sbastien Froidefond.The megacorp says Froidefond will assume the role a week today, November 20, and "lead Ubisoft's global people strategy, driving excellence in human resources across the company." Froidefond will report to EVP of communications, Ccile Russeil.Froidefond's expertise "spans HR strategy, performance management, culture building and employee engagement." He joins Ubisoft following a position as human resources Americans lead at Lactalis Americas.Previously, he has worked at senior HR positions across a number of sectors, including beauty, pharma, and life sciences.Froidefond replaces Anika Grant, who left the publisher back in November 2023.Last month, over 700 Ubisoft France staff walked out on a three-day strike in a dispute over home working and pay. Ubisoft's France-based workers were called to participate in a three-day strike over a dispute around the company's return to office policy. French game workers union STJV (Syndicat des Travailleurs et Travailleuses du Jeu Vido) said the diktat to be in the office at least three days per week going forward was "the straw that broke the camel's back."
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    Rime developer Tequila Works files for insolvency
    Rime developer Tequila Works files for insolvencyManagement says it is "doing everything we can to provide support and guidance to our teams" News by Vikki Blake Contributor Published on Nov. 12, 2024 Tequila Works has filed for insolvency.In a statement, newly appointed general manager Trence Mosca said he was "proud of what [the team] has accomplished together," but "prolonged market conditions" means the Madrid-based Tequila Works had no option but to file for insolvency.Consequently, Tequila Works' founders have stood down, and Mosca has been appointed general manager."Since its founding in 2009, Tequila Works' game-development philosophy has always focused on 'creating things with gusto'," the statement said."We are doing everything we can to provide support and guidance to our teams during this difficult time."Tequila Works was established in 2009 and developed games like The Sexy Brutale, Rime, and Gylt. In 2022, it secured investment from Tencent, and though it laid off a number of staff last month, the cuts were seemingly not enough to keep the studio afloat.
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    New Steamwork APIs make it easier for players to switch game versions and beta branches
    New Steamwork APIs make it easier for players to switch game versions and beta branchesValve says the changes "solve some common challenges to switching game versions on Steam" News by Vikki Blake Contributor Published on Nov. 12, 2024 Steam has introduced new Steamworks APIs to "solve some common challenges to switching game versions on Steam."Whereas previously, Steam itself suggests "accessing these alternative build branches has been fairly obscure," the new API makes it easier for the players to identify and load different game versions.In a new blog post, Valve said "these new tools, developers can now offer players a choice in game to join a beta branch for testing or to switch back to an older version of the game."The company said the changes make it easier for players to clearly choose which version of the game they want, particularly when it comes to beta testing or "testing out the latest updates."In the new article, Valve also gives a case study, showing how it's now easier for players to participate in beta tests, and then another example, which shows how players can help developers test new, less stable updates ahead of full deployment.
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    How Nintendo's past will shore up Switch 2's future | Microcast
    How Nintendo's past will shore up Switch 2's future | MicrocastLatest episode available to download now, also discusses Private Division sale, Concord's failings, and more News by James Batchelor Editor-in-chief Published on Nov. 11, 2024 The latest GamesIndustry.biz Microcast is now available to download, bringing you a quick dive into the biggest news from the past week.Our main topic this week is Nintendo's long-awaited (but very much expected) confirmation that Switch 2 will be backwards compatible with both its predecessor's software library and its online service. We discuss the advantages and disadvantages of this crossover, as well as the importance of backwards compatibility when launching a new console in today's industry.And financials season continues, bringing with it a host of related stories and discussions. This week, we touch on Take-Two's decision to sell Private Division, Sony leadership's thoughts on why Concord failed, the independence of Amplitude Studios and more.You can listen via the player below, download the audio file directly here, or subscribe to our podcast feed, available via Spotify, iTunes, Amazon Music, CastBox, Player FM, TuneIn and other widely-used podcast platforms.The Microcast can also be found on the GamesIndustry.biz YouTube channel, or via this playlist.Episode edited by Alix Attenborough.To see this content please enable targeting cookies.
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    Marvel's Spider-Man 2 and Half-Life actor Tony Todd dies aged 69
    Marvel's Spider-Man 2 and Half-Life actor Tony Todd dies aged 69"It was truly awe-inspiring getting the opportunity to know and work with him," says MachineGamesImage credit: Insomniac Games News by Vikki Blake Contributor Published on Nov. 11, 2024 Prolific actor Tony Todd has died aged 69.Todd - whose most recent work, Indiana Jones and the Great Circle, isn't even out yet - was one of the industry's most distinctive voices, known best for Marvel Spider-Man 2's Venom and Half-Life's Vortigaunts.He also voiced Bloober Team's Layer of Fears 2's narrator, as well as Dota 2's Dragon Knight, Night Stalker, and Viper, Black Ops 2's Admiral Tommy Briggs, and Doctor Rogers in Back 4 Blood.In tribute, Insomniac Games said it was "heartbroken by the passing of [its] friend, Tony Todd", adding, "he brought so much joy to our studio during the production of Marvel's Spider-Man 2 and to many fans around the world with his inimitable voice and presence."Bloober Team posted on Twitter/X that it "mourn[s] the loss of Tony Todd, the voice that drew us into the shadows of Layers of Fear 2." "Rest now, Tony - you are forever entwined with the darkness we braved to face," the horror studio added.MachineGames said: "We had the great privilege of working with Tony Todd and will miss him dearly. Sending our condolences to his family, friends, and many fans around the world.""The tragic news of Tony Todds passing has struck all of us at MachineGames with sadness," said MachineGames' creative director, Axel Torvenius. "Although we only had the privilege of working with Tony for a short while, the relationship we built with him felt like meeting an old friend we didnt know we had."Tonys kindness, warmth, professionalism, and the vast experience of his career inspired us, and filled us with respect and love for him. It was truly awe-inspiring getting the opportunity to know and work with him."We at MachineGames would like to send our deepest condolences and love to Tony Todds closest family and friends. Every heart at MachineGames will cherish having known him."
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    NetEase execs arrested for alleged money laundering and bribery
    NetEase execs arrested for alleged money laundering and briberyCorruption charges reportedly amount to roughly $139m News by Sophie McEvoy Staff Writer Published on Nov. 11, 2024 Nine NetEase employees have reportedly been detained on money laundering and bribery charges amounting to an estimated $139.3 million.As reported by Bloomberg Law, two senior executives were among those allegedly arrested general manager Jin Yuchen and esports division head Xiang Liang.The alleged corruption reportedly occurred within its esports and distribution and marketing sectors, according to Chinese news site Yicai Global.An unknown number of external individuals linked to the anti-corruption charges are also being investigated, with NetEase adding that 27 external companies have been blacklisted due to connections with the conduct of those arrested.According to an internal memo, the nine employees involved have since been fired from NetEase and are no longer listed on the firm's systems.A NetEase spokesperson told Eurogamer that police were "investigating corruption charges but would not disclose more details at this time."As noted by Eurogamer, this is reportedly the second internal anti-corruption investigation launched by NetEase since September 2023.
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    Nintendo suing streamer for broadcasting ten games ahead of release
    Nintendo suing streamer for broadcasting ten games ahead of releaseFirm is seeking $152,500 in damages for violations of Copyright ActImage credit: Nintendo News by Sophie McEvoy Staff Writer Published on Nov. 11, 2024 Nintendo has filed a lawsuit against streamer Jesse "Every Game Guru" Keighin for broadcasting gameplay of ten pirated titles prior to release.In a filing submitted to the US District Court for the District of Colorado last Wednesday, Nintendo accused Keighin of obtaining and streaming leaked titles on more than 50 occasions since 2022, most recently Mario & Luigi: Brothership and The Legend of Zelda: Echoes of Wisdom.The firm alleged that despite issuing dozens of takedown notices on platforms including YouTube, Twitch, and Kick, Keighin continued to stream unreleased games. His YouTube and Twitch channels were recently shut down due to copyright strikes.Nintendo also highlighted that Keighin uses unlawfully modified consoles and emulators to play the leaked titles, and has shared links to emulators such as Yuzu and Ryujinx for viewers to use.According to the filing, Keighin sent a letter to Nintendo in late October "boasting that he has 'a thousand burner channels' to stream" and will continue to use them.Nintendo is seeking $152,500 in damages for alleged violations of the Copyright Act, in addition to violations of anti-circumvention and anti-trafficking provisions. It is also seeking further compensation for "actual damages" to be proven at trial.The firm has asked for the seizure and destruction of emulators and devices in Keighin's possession, including hard drives and other electronic storage devices.A Nintendo spokesperson told Polygon: "We can confirm that we filed a lawsuit against an individual who has engaged and continues to engage in clear infringement of Nintendo's IP rights, as well as violations of our Game Content guidelines."Nintendo is passionate about protecting the creative works of game developers and publishers who expend significant time and effort to create experiences that bring smiles to all."Nintendo has been cracking down on emulators this year. Tropic Haze, the developer of Yuzu, agreed to pay Nintendo $2.4 million in a settlement in March while Ryujinx reportedly ended development after being contacted by Nintendo last month.
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    Death Stranding reaches 19m players globally | News-in-brief
    Death Stranding reaches 19m players globally | News-in-briefThe critically-acclaimed title launched on November 8, 2019 for PlayStation 4, has since released on multiple platformsImage credit: Kojima Productions News by Sophie McEvoy Staff Writer Published on Nov. 11, 2024 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Death Stranding reaches 19m players globally
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    Nintendo suing streamer for broadcasting ten games ahead of release
    Nintendo suing streamer for broadcasting ten games ahead of releaseFirm is seeking $152,500 in damages for violations of Copyright ActImage credit: Nintendo News by Sophie McEvoy Staff Writer Published on Nov. 11, 2024 Nintendo has filed a lawsuit against streamer Jesse "Every Game Guru" Keighin for broadcasting gameplay of ten pirated titles prior to release.In a filing submitted to the US District Court for the District of Colorado last Wednesday, Nintendo accused Keighin of obtaining and streaming leaked titles on more than 50 occasions since 2022, most recently Mario & Luigi: Brothership and The Legend of Zelda: Echoes of Wisdom.The firm alleged that despite issuing dozens of takedown notices on platforms including YouTube, Twitch, and Kick, Keighin continued to stream unreleased games. His YouTube and Twitch channels were recently shut down due to copyright strikes.Nintendo also highlighted that Keighin uses unlawfully modified consoles and emulators to play the leaked titles, and has shared links to emulators such as Yuzu and Ryujinx for viewers to use.According to the filing, Keighin sent a letter to Nintendo in late October "boasting that he has 'a thousand burner channels' to stream" and will continue to use them.Nintendo is seeking $152,500 in damages for alleged violations of the Copyright Act, in addition to violations of anti-circumvention and anti-trafficking provisions. It is also seeking further compensation for "actual damages" to be proven at trial.The firm has asked for the seizure and destruction of emulators and devices in Keighin's possession, including hard drives and other electronic storage devices.A Nintendo spokesperson told Polygon: "We can confirm that we filed a lawsuit against an individual who has engaged and continues to engage in clear infringement of Nintendo's IP rights, as well as violations of our Game Content guidelines."Nintendo is passionate about protecting the creative works of game developers and publishers who expend significant time and effort to create experiences that bring smiles to all."Nintendo has been cracking down on emulators this year. Tropic Haze, the developer of Yuzu, agreed to pay Nintendo $2.4 million in a settlement in March while Ryujinx reportedly ended development after being contacted by Nintendo last month.
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    Sony on Concord's failure: "With new IP, you don't know the result until you actually try it"
    Sony on Concord's failure: "With new IP, you don't know the result until you actually try it"Company president Hiroki Totoki shared lessons learned from live service shooter's struggles during earnings callImage credit: Firewalk Studios News by James Batchelor Editor-in-chief Published on Nov. 8, 2024 Sony leadership has discussed some of the factors behind the failure of live service shooter Concord.VGC reported that investors asked management multiple questions regarding the game's collapse during the earnings call that followed Sony's most recent financials.Sony president, COO and CFO Hiroki Totoki said, via an interpreter, that the platform holder is "still in the process of learning" when it comes to live service games, but that several areas of improvement of already been identified for future titles."With regards to new IP, of course, you dont know the result until you actually try it," he said."We probably need to have a lot of gates, including user testing or internal evaluation, and the timing of such gates. And then we need to bring them forward, and we should have done those gates much earlier than we did."Also, we have a siloed organisation, so going beyond the boundaries of those organisations in terms of development, and also sales, I think that could have been much smoother."And then going forward, in our own titles and in third-party titles, we do have many different windows. And we want to be able to select the right and optimal window so that we can deploy them on our own platform without cannibalisation, so that we can maximise our performance in terms of title launches."Concord launched on August 23, and was taken offline 11 days later due to low sales. Players were offered a full refund, while Sony said it would work with developer Firewalk Studios "determine the best path forward."Last week, Sony revealed that path ahead meant closure for Firewalk Studios and a permanent shutdown for Concord.Elsewhere in the earnings call, VGC reported that Sadahiko Hayakawa Sony's senior vice president for finance and investor relations emphasised that while Concord failed, the company has seen success with live service launches in 2024."We launched two live-service games this year," he said. "Helldivers 2 was a huge hit, while Concord ended up being shut down. We gained a lot of experience and learned a lot from both."We intend to share the lessons learned from our successes and failures across our studios, including in the areas of title development management as well as the process of continually adding expanded content and scaling the service after its release so as to strengthen our development management system."We intend to build on an optimum title portfolio during the current mid-range plan period that combines single-player games which are our strengths and which have a higher predictability of becoming hits due to our proven IP with live-service games that pursue upside while taking on a certain amount of risk upon release."Hayakawa's comments affirm that Sony will continue to push into the live service space, with the company announcing this time last year that it would launch six such titles by the end of March 2026.
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    PS5 Pro signposts a disc-less future that few actually want | Opinion
    PS5 Pro signposts a disc-less future that few actually want | OpinionDigital games are an ever-growing market segment, but given a choice, consumers prefer to keep the physical option making the disc-less PS5 Pro a baffling decisionImage credit: Sony Interactive Entertainment Opinion by Rob Fahey Contributing Editor Published on Nov. 8, 2024 Sony's PS5 Pro is the only major hardware launch we're getting this year making 2024 into a bit of a damp squib when you consider that it was originally expected to bring a similar spec-bumped revision of the Xbox Series X and perhaps even the launch of Nintendo's Switch successor.It's rather telling that Nintendo letting the merest morsel of information about that upcoming device fall from the table the entirely unsurprising news that it will be backwards-compatible with the Switch has largely overshadowed the launch of the PS5 Pro.Sony has found a particular niche for its Pro consoles; they're a way to double-dip into hardcore enthusiasts' wallets midway through the cycle, and they may also serve a useful role in convincing holdouts on older hardware to finally upgrade. PS5 Pro's very high price tag means it'll probably do better in the former role than the latter, but either way, the market share it will ultimately pick up will be much like the PS4 Pro's respectable enough, but hardly exciting.Discussion of the precise benefits of the Pro console are in the realm of Digital Foundry, not mere mortals like myself whose eyes cross when trying to count pixels, and your interpretation of the value of those benefits and whether they justify the mid-cycle upgrade cost is an incredibly subjective judgement.What I'd argue is actually more interesting about PS5 Pro in a wider perspective isn't what Sony has done to the chips in the system it's what they've chosen not to include, and what it tells us about the decision-making process that's likely occurring for the company's future hardware.PS5 Pro doesn't have a disc drive. Anyone who wants to play disc-based games on the system will need to buy one of the add-on drives Sony started selling when the PS5 Slim model was released, adding further to the cost of the already very expensive device.To add insult to injury, Sony doesn't seem to have made any effort whatsoever to ensure that those drives are actually well-stocked for the launch of the Pro. I can only speak directly to the situation in Japan, where they've been out of stock at most major retailers for months and even second-hand units are being sold at three to four times SRP by scalpers. But asking around suggests that the situation isn't much better in other regions. That's a very rough welcome to PS5 Pro ownership for anyone upgrading who has a collection of games on disc.It's possible, of course, that Sony excluded the drive simply because its cost would push the Pro's price tag even higher. However, the incongruity of Sony's "Pro" console lacking the basic ability to play the games Sony sells at retailers all around the world is striking, and it's difficult to see the decision to accept that incongruity and the inconvenience it would inevitably cause for customers as anything other than strategic.Digital sales make up a bigger and bigger portion of the industry's revenues every year, but physical game sales are still a very big deal and physical games are products that fall outside the control of publishers and platform holders in a way that they have found increasingly irritating in recent years.People who buy physical games can sell them second-hand or lend them to their friends, retailers with physical games in stock can discount them or include them in bundles as they see fit... All of which is anathema to the executive minds that created our modern dystopia where consumers never actually own anything they buy. Only a decade ago, Sony made a very big deal of its commitment to the simplicity of physical media ownership, and basically won an entire console generation with a short video of Shuhei Yoshida handing a game to Adam Boyes. Now, the company has launched its top-end console without the ability to play physical media.The writing seems to be on the wall; if playing games from a disc is being labelled a non-"Pro" behaviour in this generation, it seems very likely that the next generation will attempt to drop discs entirely.That's a decision that would be far more popular in the boardroom than it would in the living rooms of the company's actual consumers. For all that consumers have embraced digital games the revenue figures prove that it's striking that they seem very ambivalent about digital-only consoles.The PS5's disc-less model was dramatically less popular than the disc-enabled one in every territory we have data for. Consumers are reasonably sophisticated on this issue; they like the convenience of digital games, but seem very nonplussed at the idea of having the option of physical media taken away from them.Figuring out just how strong the resistance to such a move would be is probably a major preoccupation for some people at Sony right now. If so, PS5 Pro is a pretty interesting test case, and right now feels like a botched job on this front it's frankly extremely damaging to the PlayStation brand that everyone who buys one of these new consoles and wants to play physical media is being driven into the arms of scalpers to try to get their hands on a disc drive.The writing seems to be on the wall; if playing games from a disc is being labelled a non-"Pro" behaviour in this generation, it seems very likely that the next generation will attempt to drop discs entirelyI should clarify that I don't think there's any conspiracy behind the lack of availability of the drives Sony isn't trying to push people away from buying a drive by constraining supply, they've just been extremely poor at managing supply chains for peripherals and other devices in recent years, with other products like the PlayStation Portal and DualSense Edge controller also facing similar issues. For all that Sony remains very, very good at designing hardware, somewhere along the way it completely lost its once-legendary competence at managing supply chains and keeping retail channels stocked.That group of consumers who want to play physical media is no small fraction, by the way. It's bound to be almost everyone buying one of these consoles the Venn diagram of people willing to spend this much money on a fairly modest mid-cycle spec bump, and people whose passion for this medium is exhibited in part by their impressively large shelf of physical games, is probably more or less an entirely overlapping circle. This was very much the wrong part of the audience to start this experiment of digital-only consoles on.Physical media, for all that it's an annoyance to publishers and platform holders, is still a pillar of this business. It remains especially important to older generations of consumers who are the most likely to be able to actually afford the industry's increasingly expensive products.There's a solid reason why Nintendo remains so closely wedded to physical media the announcement that its Switch successor will be backwards compatible essentially confirms that it will continue to launch cartridge games for that console.For its part, Sony seems keen to move on to an all-digital future, with the otherwise baffling decision-making on PS5 Pro being a clear sign in that direction but the company may have grossly underestimated the strength of public affection for the option of physical media, and the value that the availability of that media creates for the console ecosystem as a whole.Perhaps the feedback to the Pro will give it pause as it finalises decisions on whether the PS6 should continue this grand experiment.
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    Quantifying the impact of creator programs
    Quantifying the impact of creator programsGamesight's Nikolas Racelis-Russell explains how to capitalise on a creator program and what the value in having one isImage credit: Adobe Academy by Nikolas Racelis-Russell Contributor Published on Nov. 8, 2024 Over the past 15 years, influencer marketing has evolved from a novel approach to an essential component of any modern activation related to a game's launch or significant content update.Most developers and publishers view the concept as a uniquely powerful tool in their arsenal for reaching new players, but determining the tangible potential an activation can provide is often nebulous. Sales may spike when a content creator's gameplay goes viral, but how can teams better understand the overall impact investing in an influencer activation can provide?Using live service titles as an example, an annual $20 million valuation in Earned Media Value is on the line for teams who strategically leverage a creator program to support their launch(es) that is, an ongoing campaign that fosters long-term partnerships with a creator extending beyond a single activation or title.The data and recommendations below are informed by the 1.2 billion points of data our analysts compile on a daily basis from a database spanning just under 130 million influencers, as well as strategies we've utilized through years of designing and evaluating performance marketing campaigns (in other words, activations which are trackable in real-time and designed to accomplish specific goals like retention, conversion, etc.).No campaign strategy or estimated trajectory of impact can be universally applicable for every game, but these findings clearly demonstrate how a well-deployed activation can change the landscape for a title or even a portfolio.Contextualizing the dataCreator programs are a relatively new concept compared to the longer-running precedent of negotiating sponsored content for an individual game. They often provide their members with more than just game keys, incentivizing creators to invest in a non-transactional relationship with a studio or publisher for their own benefit beyond paid activations.For the $20 million valuation in annual EMV we estimate creator programs can provide live service games, we'll explore an example charting the potential for an individual title. This dataset was modeled based on a combination of 500 potential creator program targets for live service games on Twitch, as well as anonymized retention data across multiple creator program members.Earned Media Value (EMV) represents the estimated value of content generated by creators through streams, videos, and social media posts. For this analysis, Gamesight concentrated on Twitch creators and utilized aggregated streamer behavior related to live-service titles.This approach involved modeling streamer behavior based on average monthly streaming durations, shifts in viewership, and seasonal trends. The cost per viewer hour metric applied in this analysis was derived from historical influencer rates, adjusted to a more conservative scale to reflect the nature of these unpaid activities. Typically, the Earned Media Value for a livestream is calculated using the following formula: EMV = Viewer Hours * CPVH (Cost Per View Hour).Measuring the impactA creator program's impact is measurable on a genre-by-genre basis and thus can be contrasted with a given game's potential for organic, non-paid engagement to better realize the true reach a creator program is providing. Our data as charted below outlines what a team could anticipate to gain for their particular title, broadly speaking.Our findings demonstrate that creator program members stream 80% more content on average from the relevant game(s) after joining a program. This is remarkable value in a space where content creators are often planning the amount of time they will spend with a game on a contractual, minute-by-minute level. To that point, our data finds that creator programs have a 14% higher content retention rate than non-program creators. This is particularly beneficial for titles that notice a decline in influencer content mid-update cycle.For creator programs to offset the natural monetary incentive for influencers to spend their time on content they'll be paid for, this level of retention is hugely beneficial for budgets and relationship building alike.An added bonus of creator programs is what we call cross-title pollination, defined as when a creator program participant plays more than one title from the portfolio a program is creating. Members of a creator program have a 70% cross pollination rate compared to creators outside of the program's 12% rate.How a creator program's value comparesBeyond the potential impact on a campaign, it's important to understand the ideal use case for creator programs. As a strategy, they are remarkably effective for supporting games in the lulls between a title's milestone updates and activations; they're particularly suited for boosting the tail ends of a game update.Creator program members are inherently more likely to stick around and continue creating content due to their own investments into the game's community. As a member of a program, creators grow their audience forming organic connections with a game's existing fanbase. This spurs content driven by authentic passion and resonates with viewers as an organic interest in the title, often resulting in more captivating entertainment than what's typically found in purely transactionally focused sponsored streams or videos. Tools and strategies for successLike every aspect of influencer marketing, creator programs are most successful when they're used in a strategic, goal-oriented manner. Prioritizing partners purely based on the views their content gets can be costly and especially shortsighted, depending on a campaign's intended purpose. Here are some strategies that help shape communities that benefit fans, creators and the teams behind a title alike:Identify the creators most suited for your titleConsider: who are the key creators that you are seeing create content on launch? It's important to invest in these creators as your game is just starting. Just because they're making content now, doesn't mean they'll care in a few months. These relationships will pay dividends. Remember: Total views is not the only thing to consider. Does a smaller creator reach a unique audience? Do they have better retention than a bigger name?Foster non-transactional relationshipsThis concept is key to making creators care (even if they aren't necessarily getting paid!).Consider providing members access to beta knowledge, building direct lines to developers for feedback, and other ways you can start a long-term dialogue. Integrating creators into the actual development cycle is a mutually beneficial goal.A healthy creator community is indicative of a healthy game.Establish when to launch a creator programSecure the bandwidth to actually manage and communicate with creators avoid making them feel like they aren't being heard. Overcommitting before you can scale resources with your program's size can be detrimental. You don't want your program to feel like an empty Discord server.Curate a community suited for your game's format (live service vs. single player). The difference in content lifecycles between these formats significantly influences strategy.Be mindful of the key do's and don'ts specific to launching a creator programDO:Find and prioritize ways to build trust & transparency.Support creators in their own events & initiatives.DON'T:Assume that because a creator does something for free, that they should always do it for free.Creator programs must be more than an afterthought for their full potential to be realized but data like the set in this analysis exemplify a clear and tangible return on investment at hand for teams willing to dedicate the necessary resources. Initiatives like creator programs can substantially extend a title's longevity while bolstering engagement with a portfolio, so long as the time is taken to grow meaningful partnerships, ultimately sustaining a community of creators that can stay engaged and drive genuine passion for and from a game's community for years to come.Nikolas Racelis-Russell is as a data analyst at analytical marketing partner Gamesight. In his role, he partners with game developers and publishers across hundreds of titles, leveraging data to identify optimal influencers for their marketing campaigns and creator programs.
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    Pocketpair shares Nintendo, The Pokmon Company's demands from Palworld lawsuit
    Pocketpair shares Nintendo, The Pokmon Company's demands from Palworld lawsuitJapanese studio faces claims of infringing three patents, as well as potential injunction and at least $65,000 in damages News by James Batchelor Editor-in-chief Published on Nov. 8, 2024 Palworld developer Pocketpair has shared more details from the lawsuit it faces from both Nintendo and The Pokmon Company over alleged similarities between the latter's titular franchise and its own monster-based survival game.Nintendo and The Pokmon Company first filed a lawsuit against Pocketpair on September 19 eight months after Palworld launched claiming the title infringed on multiple patent rights.Details of which patents were not shared, but now Pocketpair has specified the three patents is it accused of infringing upon via a post on its website.The company also reported that Nintendo and The Pokmon Company are seeking an injunction against Palworld, as well as payment of at least 5 million ($33,683) plus late payment damages to each company.Pocketpair intends to defend its game, stating: "We will continue to assert our position in this case through future legal proceedings."As previously speculated by the media and legal experts including MBHB associate Andrew Velzen in an analysis for GamesIndustry.biz the patents in question are:JP7545191, which refers to a system for using capture items that can catch characters encountered in a virtual spaceJP7493117, which refers to an aiming system for deploying such capture itemsJP7528390, which refers to a system for rideable charactersThe Pocketpair post reports these were all applied for and registered after Palworld first launched on Jaunary 19, 2024 as was observed by Velzen in his article for GamesIndustry.biz.Velzen added that Nintendo has also applied for counterpart patents in the US, although some were filed as far back as September 2022.In his article, he noted that the outcome of this case could have significant repercussions for the video games industry."In recent years, the video game industry has somewhat moved away from patents, especially for in-game features," he wrote. "If Nintendo is successful here, though, perhaps this paradigm could be in question."
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    GeForce Now to establish 100-hour playtime limit
    GeForce Now to establish 100-hour playtime limitThe rule will come into effect in January 2025 for new members, and in 2026 for people with an active subscription as of December 31, 2024 News by Marie Dealessandri Deputy Editor Published on Nov. 8, 2024 Nvidia's subscription cloud gaming service GeForce Now will soon be enforcing a playtime limit of 100 hours per month.The new rule won't affect Founder memberships, but will impact the newly renamed Performance and Ultimate tiers, Nvidia announced on Reddit. The company said the limit "comfortably accommodates 94% of members."Unused playtime can be rolled over to the next month, within a 15 hours limit, but these can't be added up and members can't have more than 115 hours available at the beginning of a month.Members will also be able to purchase additional hours. This will set Performance subscribers back $2.99 for an additional 15 hours, and cost Ultimate members $5.99 for the same number of hours. As a reminder, a Performance membership costs $9.99 a month, and an Ultimate one is priced at $19.99 monthly.Players who have an active membership as of December 31, 2024 won't see the change enforced on their account until January 2026. However, the rules will affect new members signing up from January 2025.
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    Unity revises fiscal projections as Q3 2024 financials "exceed guidance"
    Unity revises fiscal projections as Q3 2024 financials "exceed guidance"Subscriptions also grow, with revenue up 12% year-over-yearImage credit: Unity News by Vikki Blake Contributor Published on Nov. 7, 2024 Unity has released its financial results for the three months ending September 30, 2024, stating its third quarter results "exceeded guidance."For the fourth quarter, Unity is guiding revenue for its strategic portfolio to $422 to $427 million, and adjusted EBITDA to $79 to $84 million for the total company. Full year guidance has also been revised up, moving from $1.68 to $1.69 billion to $1.7 to $1.71 billion.It also announced the appointment of new chief financial officer, Jarrod Yahes.The numbersTotal revenue: $447 million (down 18% year-over-year)Create Solutions revenue: $132 million (up 5% year-over-year)Grow Solutions revenue: $298 million (down 5% year-over-year)Net loss: $125 million (flat when compared to same quarter last year, and down from $126 million in Q2)The highlightsWhilst revenue from the strategic portfolio was down 2% year-over-year to $429 million, and its total revenue is down 18% year-over-year to $447 million, Unity's net loss has decreased from $126 million to $125 million when compared against last quarter.The company attributes the quarter-over-quarter increase in its Create Solutions revenue to subscriptions revenue growth, which is up 12%.Its non-strategic portfolio was down 84% at $17 million due to its "portfolio reset." This is expected to continue to decline into the fourth quarter, too."The entire gaming ecosystem functions better when Unity is delivering on its commitment to provide developers and publishers what they need to make and market great games," said CEO and president, Matt Bromberg."While we're just at the beginning of our journey to transform the Company, we're energised by our progress and the response from our customers and the community. The opportunity is clear, the market wants us to succeed, and we believe we have everything we need to deliver consistent, sustainable growth and profitability in the years ahead."As always, our deepest gratitude goes out to our customers, partners, employees, and investors for their unwavering support."
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    Unity appoints new CFO Jarrod Yahes
    Unity appoints new CFO Jarrod Yahes"His blend of operational rigor and growth orientation will be instrumental for Unitys next stage," says CEO News by Vikki Blake Contributor Published on Nov. 7, 2024 Alongside its quarterly earnings report, Unity has confirmed the appointment of Jarrod Yahes as its new chief financial officer.Yahes is fresh to Unity from his CFO position at Shutterstock, where for the past five years he has helped "drive the companys portfolio expansion into 3D content, data monetisation, and digital advertising."Before Shutterstock, Yahes served as CFO of marketing tech company, Zeta Global."We are thrilled to welcome Jarrod to Unity. His blend of operational rigor and growth orientation will be instrumental for Unitys next stage," said Matt Bromberg, CEO and president of Unity."We've now solidified the leadership team that will drive Unity towards greater operational discipline, accelerated product innovation, and deeper relationships with our customers and the community."
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    Sega to delist multiple games from Classics collections
    Sega to delist multiple games from Classics collectionsOwned titles will still be available in players' librariesImage credit: Sega News by Sophie McEvoy Staff Writer Published on Nov. 7, 2024 Sega is delisting select games and bundles from its Classics collections on digital storefronts starting December 6, 2024.On its support website, the firm announced that these titles will be unavailable for new purchases, but owned games will still be available in players' libraries.The Sega Genesis Classics bundle will be delisted from Nintendo Switch, PlayStation, and Xbox, with the addition of the Mega Drive bundle on Steam.Those with a Nintendo Switch Online subscription will still be able to play individual classic titles.Games including Crazy Taxi, Golden Axe, Streets of Rage, Virtua Fighter 2, and Altered Beast will be delisted on both Xbox and Steam, with other individual titles specific to each platform.
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    Number of UK game dev freelancers triples amid layoffs and studio closures
    Number of UK game dev freelancers triples amid layoffs and studio closuresContractors account for 13% of workforce compared to 2023, number of games professionals rose to 28,500, TIGA research showsImage credit: Adobe News by Marie Dealessandri Deputy Editor Published on Nov. 7, 2024 At a glance:12.7% of UK games workforce contractors as of May 2024, vs 4.4% in April 2023Number of UK games industry workers rose to 28,516 people248 companies closed down or exited the games industry during the survey periodNumber of full time roles had lowest annualised rate of growth since 2012The number of freelancers working in the games industry in the UK has tripled in between April 2023 and May 2024.That's according to UK trade body TIGA's latest research, which shows that there were 3,625 game developers working as contractors in the UK as of May 2024, versus 1,102 in April 2023.The total games workforce has increased too, the Making Games in the UK 2024 report showed, but not at the same rate. Around 28,516 people worked in UK games as of May 2024, compared to 25,026 in April 2023, which represented a 13.9% rise.Putting the numbers in perspective, TIGA estimated that 12.7% of the UK games workforce were freelancers in May 2024, an increase from 4.4% in April 2023.The number of full time roles as of May 2024 was 25,419, which TIGA noted represents the lowest annualised rate of growth in the UK games industry since 2012, at 4.8%.Overall, company closures and downsizing were outweighed by growth across games firms, with TIGA noting: "400 extant companies shed 2,353 full time development jobs between April 2023 and May 2024, but 678 companies grew over the same period, adding 3,932 full time development jobs. 1,070 extant companies neither grew nor shed staff."The number of trading games companies fell down slightly from 2,175 in April 2023 to 2,148 in May 2024. The wide majority of these were game studios, with 1,697 developers trading as of May 2024."248 companies closed down or exited the games industry during the survey period, the highest ever recorded," TIGA added.Looking at the regional distribution of game roles, London was the fastest growing cluster with 468 new staff in the 12 months to May 2024, followed by the North East (280 new employees), and North West (247 new staff).TIGA CEO Richard Wilson commented: "The sharp rise in freelancers in the UK games development industry has been caused by a number of factors. Many studios and publishers have been downsizing and restructuring their workforces, releasing staff into the workforce some of whom have gone freelance. Some studios are also using more contractors for co-development work, as well as individual freelancers for roles such as QA."He highlighted that freelancing is much more common in our sister industries TV and film, with around 40% of the workforce being contractors, and added: "Its encouraging to see that games development professionals who may have been affected by studio redundancies are continuing to work in the industry, albeit in a different way."2,148 companies currently in business were surveyed for this report, plus 238 firms that either dissolved or exited the industry.
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    Tencent confirms layoffs at Sharkmob London
    Tencent confirms layoffs at Sharkmob LondonIt's unclear how many employees will be affected by the decisionImage credit: Sharkmob News by Sophie McEvoy Staff Writer Published on Nov. 7, 2024 Tencent has confirmed that a "reduction in headcount" has been made at Sharkmob London.As Pocket Gamer reported, Tencent did not specify how many employees have been affected by the decision."In line with many studios, Sharkmob has been impacted by the difficult conditions across the video game market," it said. "As a result, regrettably, Sharkmob has had to make a reduction in headcount in its London office."Pocket Gamer claimed a "majority" of the team had been let go, however this was not confirmed by Tencent. GamesIndustry.biz has reached out to the tech firm for clarification.Last month, GamesIndustry.biz reported that Sharkmob London had entered a consultation period following Tencent's decision to reduce headcount. It also revealed the cancellation of an unannounced game."The decision to cancel the game, unfortunately means there will be a reduction in the number of people we can support in the London studio," it said. "This is an incredibly difficult time, and our focus is to provide the support and guidance to those potentially impacted."Sharkmob's Malm studio is unaffected by the London layoffs, with focus being put on its upcoming game Exoborne.Tencent acquired Sharkmob in 2019 for an undisclosed sum.
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    Call of Duty Mobile reaches 1bn downloads | News-in-brief
    Call of Duty Mobile reaches 1bn downloads | News-in-briefThe title originally released in 2019 News by GamesIndustry.biz Staff Contributor Published on Nov. 7, 2024 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Call of Duty Mobile reaches 1bn downloads
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    Feeling seen: Handling marginalised representation in Usual June
    Feeling seen: Handling marginalised representation in Usual JuneWe chat to Finji about the importance of connecting with characters and embracing the supernaturalImage credit: Finji Feature by Sophie McEvoy Staff Writer Published on Nov. 6, 2024 Back in 2020, Finji CEO Rebekah Saltsman and creative director Adam Saltsman were figuring out how to follow-up Overland. Set in a post-apocalyptic world, that game is a far cry from what the duo set their sights on next the ghostly supernatural vibes of Usual June."We knew that whatever we did next, we wanted to do it together," Rebekah Saltsman tells GamesIndustry.biz. "We wanted a main character, we wanted to do something more action based, and we wanted to tell a story that we both really cared about."That story follows the titular character June, who is far from usual. For one, she can talk to ghosts, and she uses this ability to aid her investigation into the town of Fen Harbor and fight supernatural creatures across multiple dimensions.However, at its heart Usual June is about championing marginalised people and their stories. For Saltsman, it was important for marginalised players to form a connection with the game and see themselves reflected in its characters. Finji CEO Rebekah Saltsman"It's lovely when you see a trailer for a game, especially if you're someone who is less represented in games, and think: 'Somebody sees me.' There's someone who sees me as a person who came to action games late. But someone also sees somebody like my husband who is obsessed with Dark Souls and Elden Ring."With Usual June, there's a low floor for people like me who aren't particularly good at action games, but are totally there for it so you can style your way through the game."Saltsman explains that this is why it was important to provide the necessary tools to players with different skill sets, including special abilities.Dashing makes you invulnerable for a period of time, while another slows time in battle but also when you open menus "to ensure you're able to have the option to access the things that you need to do.""Players have a lot of tools at their disposal," she says. "You get to go through these sequences with the tools that you're comfortable and familiar with. If you want to learn how to use them, we give you the opportunity to gradually add them."It's really important to me that the game is inviting. Really high level players are getting good experience, but then people who want to play so badly aren't going to be tossed out of it because they're not good enough. There is a pathway through that is fun and we're going to teach you bit by bit as you go, so you can feel confident using the extra tools."Saltsman adds: "More advanced players may think, 'Oh, this is really easy.' Not that Usual June is easy, but it feels really natural. For newer players, we give you the space to learn, which is us wanting more people to play games."Another way to attract players to Usual June was by utilising familiar genres."Both Adam and I love genre films, so we wanted to walk that edge between true horror and really good stories. And in a lot of cases, normal, ordinary people put in extraordinary circumstances with their friends. We love media like that, and it's not really represented well in games. And when you start adding more diverse voices into games, you end up with more diverse stories."The game isn't operating in a space that people are unfamiliar with. And then I think to myself, 'Well, why is no one doing games in this space? That's weird, because these stories are great'."Watch on YouTubeDuring development, the team looked to media they were fans of that fit these genres. Usual June draws inspiration from TV shows like Buffy the Vampire Slayer and Veronica Mars, as well as games such as Bayonetta and Control. Saltsman also mentions the Spider-Verse films as a major influence for the game's overall art style.But it was the Netflix series I'm Not Okay With This that provided the most inspiration. The show follows a teen navigating her day-to-day life as she deals with having superpowers."We watched that show and were like, 'This feels like if Mae from Night in the Woods had powers'," Saltsman exclaims. "We were already making [Usual June] at this point, but thought: 'Oh, that's a really cool touch point'.""When you start adding more diverse voices into games, you end up with more diverse stories"As for setting, Usual June takes place in a town based on the Midwest American towns that Saltsman and the team were familiar with."They're weird places full of cool people with weird old stories and their own urban legends," she smiles. "The United States is a big place, and we often only hear stories about coastal locations rather than those interior places where so many of us actually grew up."Saltsman notes that modelling the buildings on those found in these places added to the team's storytelling capabilities."These locations are intentionally built to look like these old American towns that were established in the 1800s, but the buildings have turned into twenty other things since," she explains."You might visit my city of Grand Rapids, for example, and walk into a coffee shop and you can tell it used to be a factory, then it might have been a dentist office at some point. All of that [history] is just there."So when you start ripping out walls, you're left wondering 'Are those teeth in there? When was this a dentist office, and for how long? Does it have ghosts, too?' That was part of the early foundational levels of the art direction in Usual June, especially the human places."These spooky locations speak for themselves, and are intertwined with the overall story which is told through large narrative sections."We have big narrative and investigative sections in the Earth realm, while in the other space June can access there are narrative fragments as you play through the action sequences," Saltsman explains, adding that June will run into ghosts in this realm that become companions during these moments."They're not necessarily fighting alongside you. Instead, they help you with the story and provide the context of what's going on there. In general, the ghosts are able to aid and assist you by either giving you information or a piece of themselves to help you in combat.""It's really important to me that the game is inviting"For a game with a lot of narrative, there's no spoken dialogue. The characters produce sounds, but the dialogue is text-based. So why take this route?"There's a lot of reasons for this," Saltsman explains. "One is personal preference, the other is that [recording] voice especially for an indie team of our size is so astronomically out of budget. You have to have the script done so early, then you're moving into acting The timing is crazy, the budgets are bananas. And even with a well funded team, it's still very expensive."Saltsman says that using Vocaloid, a voice synthesiser program, rather than spoken dialogue not only added atmosphere to the game, it also helped distinguish between the different characters."It's been a really big part of figuring out how to make these characters sound individual, and also how to follow the sentence structure," she explains."If you're asking a question, does it sound like a question? If the character is excited, if they're whispering, if they're yelling, how do you make that sound? It was a really tricky problem but [audio designer] Adam Hay is brilliant. He spent an incredible amount of time honing the sound it sounds like nothing else."
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    Zelnick on Private Division sale: "Those projects were smaller, we're in the business of big hits"
    Zelnick on Private Division sale: "Those projects were smaller, we're in the business of big hits"Publisher confirms sale of indie publishing label to undisclosed buyer following studio shutdowns this summer News by James Batchelor Editor-in-chief Published on Nov. 6, 2024 Take-Two Interactive has confirmed the sale of Private Division for an undisclosed sum, as it drops the indie-focused publishing label to focus on larger projects.In statements alongside the publisher's latest financial results, the company confirmed another party has acquired not only the Private Division label, but also all of its live and unreleased titles.Take-Two will continue to support Moon Studios' action RPG No Rest for the Wicked, which launched in Early Access on PC back in April.The publisher has not disclosed the buyer that now owns Private Division, but CEO Strauss Zelnick told GamesIndustry.biz that it will do so "relatively soon."Reports that Take-Two was planning to close or sell Private Division first emerged in June, shortly after the news that it had reportedly shut down Roll7 and Intercept Games, as well as laid off a number of staff.Private Division also reportedly dropped its publishing deal with Silent Hill 2 remake developer Bloober Team.When asked why the company has sold off the label, and why it struggled, Zelnick told GamesIndustry.biz it was part of larger plans to focus on the publisher's strengths in AAA and mobile."We made this strategic decision so that we could focus all of our resources on growing our core and mobile businesses for the long term," the CEO told us. "We're really best at these big AAA experiences. We have the biggest intellectual properties in the interactive entertainment business, some of the biggest intellectual properties in the overall entertainment business and to make sequels to existing beloved franchises as well as to create new hit intellectual properties is our mission."The team of Private Division did a great job supporting independent developers and, almost to a one, every project they supported did well. However, the scale of those projects was, candidly, on the smaller side, and we're in the business of making great big hits."There was confusion as to whether the aforementioned studios had actually shut down, with Zelnick claiming neither studio had technically been closed, although a WARN notice indicated that Intercept was due to close its doors in July following widespread layoffs at the studio.A Take-Two spokesperson has now confirmed to GamesIndustry.biz that both studios were closed prior to the sale of Private Division.The changes and layoffs at Private Division follow Take-Two's announcement back in April that it would be laying off 5% of all staff as part of the publisher's third cost-reduction program in over a year.
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    Take-Two Interactive hails "strong results" as Q2 2025 net bookings rise to $1.47 billion
    Take-Two Interactive hails "strong results" as Q2 2025 net bookings rise to $1.47 billionBoth Grand Theft Auto Online and Grand Theft Auto 5 "overperformed expectations" News by Vikki Blake Contributor Published on Nov. 6, 2024 Take-Two Interactive marks "another consecutive quarter of strong results," with net bookings up 2% to $1.47 billion, in line with the top of its guidance range.Both Grand Theft Auto Online and Grand Theft Auto 5 "overperformed expectations," the latter selling 205 million units worldwide to date. The company also reports that its GTA+ subscription service grew its membership by 35% year-on-year after adding Bully to the available games library.The numbersFor the three months ending September 30, 2024:Net revenue: $1.35 billion (up 4% year-on-year)Net loss: 365.5 million (down 39% year-on-year)Total net bookings: $1.47 billion (up 2%)The highlightsTake-Two Interactive has reaffirmed its 2025 net bookings guidance range of $5.55 to $5.65 billion, confident of results that are "sequential increases and record levels of net bookings in fiscal years 2026 and 2027."Net bookings from recurrent consumer spending (RCS) were up 6%, accounting for 81% of all net bookings. Take-Two specifically highlights NBA 2K25 and NBA 2K24, Grand Theft Auto Online, Grand Theft Auto V, Toon Blast, Match Factory!, Empires & Puzzles, Words With Friends, Red Dead Redemption 2, Red Dead Online, and Toy Blast as the biggest earners for recurrent consumer spending.The company notes a number of releases between July and September 2024, including Game of Thrones: Legends, NBA 2K25, and Red Dead Redemption on PC.Sid Meier's Civilization 7, WWE 2K25, Grand Theft Auto 6, Borderlands 4, Mafia: The Old Country, CSR Racing 3, and Judas are listed as upcoming games, with GTA 6 marked releasing in the "fall of calendar 2026.""As we look ahead, we believe that Take-Two remains exceedingly well-positioned for the long-term. Our vision is clear, our talent is unparalleled, and we have one of the strongest portfolios of owned intellectual property in our industry," said CEO Strauss Zelnick. "With many exciting new titles coming in Fiscal 2026 including Grand Theft Auto VI in the fall, Borderlands 4 and Mafia: The Old Country we expect to create long-term value for our shareholders."Take-Two Interactive also confirmed the sale of Private Division for an undisclosed sum, as it drops the indie-focused publishing label to focus on larger projects.
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    Incredibuild acquires dev-ops pipeline acceleration firm Garden | News-in-brief
    Incredibuild acquires dev-ops pipeline acceleration firm Garden | News-in-briefThe terms of the acquisition were not disclosed, goal is to take "the pain out of long development cycles"Image credit: Garden News by GamesIndustry.biz Staff Contributor Published on Nov. 5, 2024 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Incredibuild acquires dev-ops pipeline acceleration firm Garden
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    Square Enix to seemingly move away from platform exclusivity
    Square Enix to seemingly move away from platform exclusivity"In the future, titles will be released simultaneously on each platform more and more," Naoki Yoshida saidImage credit: Fantasian Neo Dimension, Square Enix News by Marie Dealessandri Deputy Editor Published on Nov. 5, 2024 Square Enix is looking to launch its games simultaneously on all platforms more regularly.That's according to a 4Gamer interview with Naoki 'Yoshi-P' Yoshida (as translated by Eurogamer), with the Final Fantasy 14 producer and director saying Square Enix is looking to move away from platform exclusivity.He shared that the upcoming Fantasian Neo Dimension will be releasing on Xbox Series X|S at the same time as on PlayStation 5 and PC, on December 5, 2024."In the future, Square Enix titles will be released simultaneously on each platform more and more, but since this is close to the first release, we would like Xbox users to play it as well," he said.Historically, a lot of Square Enix games have been PlayStation exclusives, which has recently led to a bit of a sales and identity crisis for the Japanese company, as our contributor editor Rob Fahey recently highlighted.
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    Kingdom Come Deliverance has sold 8m units | News-in-brief
    Kingdom Come Deliverance has sold 8m units | News-in-briefWarhorse Studios' title originally launched in 2018 (and March this year for the Switch version), sequel is expected in February 2025 News by GamesIndustry.biz Staff Contributor Published on Nov. 5, 2024 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Kingdom Come Deliverance has sold 8m units
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    Why the European Court of Justice's decision on cheats is not a milestone | Opinion
    Why the European Court of Justice's decision on cheats is not a milestone | OpinionADVANT Beiten's Dr Andreas Lober analyzes the impact of the Sony vs Datel case and shows that operators of online games still have plenty of options to take actionImage credit: Sony Interactive Entertainment News by Dr Andreas Lober Contributor Published on Nov. 5, 2024 The European Court of Justice (ECJ) is the highest court in the European Union. Decisions regarding video games are few and far between. So when it rules, we expect the decision to be a game changer.The judgement it delivered on 17 October 2024 ruling against Sony in a dispute over cheats provided through Datel's Action Replay for PSP looks like one at first sight. A second look shows that for most cases it will not change anything. The reason for this is that lawsuits against cheat software developers, especially in multiplayer online games, are now based on violations of the game developers EULAs and competition law.The ECJ case, however, is different. It is about the software Action Replay PSP and Tilt FX PSP, which gave super powers for various games on Sony's today nearly forgotten Playstation Portable. Sony originally won an interim injunction back in 2010 at the Regional Court in Hamburg, as well as two years later the case on the merits. The cheat producer went into appeal, and the decision was reversed nine years later in 2021. Image credit: DatelThe German Federal Court of Justice then sent the case to the ECJ. National courts can do that if they have doubts about the interpretation of EU law. As a reminder: the German Federal Supreme Court (Bundesgerichtshof) had already rendered two decisions regarding cheats for World of Warcraft (as of 6 October 2016 case I ZR 25/15, and as of 12 January 2017 case I ZR 253/14).When the German Federal Supreme Court now submitted the case to the ECJ, it is not because the judges have changed their mind and became cheater friendly in the meantime. It was because the relevant question of law was another one. The question was whether Action Replay PSP and Tilt FX PSP infringe copyright even though they did not interfere with the source code and the software itself, but just modified variables in the computer's RAM. The ECJ held that this is not sufficient to assume a copyright infringement.The questions which were relevant in the World of Warcraft cases just were not on the table here (this might have something to do with the fact that Action Replay has been brought to court nearly 15 years ago, when it might not have been as clear what instruments publishers have against cheat bots, and also with the fact that it is not about cheating in a multiplayer game).For publishers of single-player games wanting to act against cheat software, the ECJ Action Replay decision is not good news. According to the ECJ, messing around with games is not necessarily a copyright infringement if the game software is not touched.For publishers of single-player games wanting to act against cheat software, the ECJ Action Replay decision is not good newsThere are still some instruments remaining, though: For example, offering such cheats might still be an act of unfair competition. This aspect was only briefly discussed in the German Action Replay decisions, and not at all by the ECJ. This aspect is especially relevant for games monetized through microtransactions.It might also be possible to validly agree in the EULAs that the game must not be used with cheat software. This aspect was only mentioned in a sidenote by the advocate general in the Action Replay decision, and for procedural reasons did not feature in the German decision, nor in the ECJ decision. Finally, depending on the name of the cheat software, it may infringe trademarks or title rights.Publishers of multiplayer games will have less to worry about. Numerous courts have found cheats for multiplayer online games to be illegal. One of the more famous cases is Bungie vs. AimJunkies. While this has been decided in the US, there is no reason to assume that the outcome would have been different in the EU neither before, nor after Action Replay.The German Federal Supreme Court has confirmed this with its two decisions in the past regarding World of Warcraft, as have other courts. These two decisions are not put in question by the new ECJ decision, as the subject matter is different. From the perspective of most players because the World of Warcraft decisions are specifically for multiplayer online games. Bungie's legal dispute with AimJunkies has proven that numerous courts find making cheats for multiplayer games to be illegalOne of the World of Warcraft decisions dealt with the question of whether the manufacturers who had developed the cheat software had the right to use World of Warcraft for commercial purposes, i.e. the development of the cheat software (which is a discussion based on copyright law). The other decision was around the question of whether the respective cheat's impact on the game was an unfair interference and hindered Blizzard to present its game on the market in its originally intended way (this is an argument based on unfair competition law).The first of these questions was not discussed in the Action Replay cases, and for the second one, Sony did not present enough evidence. Thus, publishers of multiplayer online games can still rely on established case law when acting against cheat software.In addition, there are numerous other aspects that can be relevant, depending on the details of the case at hand (such aiding and abetting to copyright infringement of the users playing the game in violation of the EULAs when using cheat software, the circumvention of technological protection measures or modification of the game's look and feel).Publishers of multiplayer online games can still rely on established case law when acting against cheat softwareNow, finally did it matter that Action Replay was litigated in Europe and Bungie vs. AimJunkies in the US? Presumably not that much. The relevant aspects for litigating against cheat bots for multiplayer games are essentially similar, even though the legal traditions and the procedure are different.Publishers have a wide choice where they bring such matters to court. Suing the infringers where they are based can be a logical choice. It facilitates the enforcement of court decisions against the infringer. The geographical scope of the decisions of the court where the infringer is based is also potentially wider.However, there might be other aspects to consider, e.g. how robust and fast the legal system is, or the respective costs. Germany, for example, has plenty of case law and the courts often render interim injunctions quickly. In the US, however, the procedures might be more expensive, but it can be easier to get that missing piece of information through discovery. Thus, there are many aspects to be considered.Dr. Andreas Lober is a partner at the law firm ADVANT Beiten. He has been advising video game companies for many years, and has been involved in a variety of legal proceedings against publishers of cheat software. The views expressed in this article are his personal opinions and conclusions.
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    Around 21% of European games professionals have been laid off in the past year
    Around 21% of European games professionals have been laid off in the past yearMost of those affected have secured new jobs, some outside the games industryImage credit: Big Games Industry Employment Survey, Values Value, InGame Job Data by Marie Dealessandri Deputy Editor Published on Nov. 5, 2024 Around 15% of games industry workers in Europe were laid off and subsequently found a new job in 2023/2024, with 6.2% laid off and still searching for work, according to the latest Big Games Industry Employment Survey.The study is conducted every year by recruitment agency Values Value and career platform InGame Job (more on the methodology below), and the latest edition has also found that 10% of games professionals in Europe took jobs in another industry last year.The survey has also found that some jobs at games studios were more prone to layoffs in the region, including HR, recruitment, QA, and artists. The Big Games Industry Employment Survey also looked at median salaries, highlighting a discrepancy between European Union nations, and non-EU nations on the continent, across all roles and seniority.As an example, here are the median salary ranges for middle level jobs in games (all salaries are gross, annual, and in Euros): The median salary for 2024 has overall increased across the board for most positions and levels of seniority, though there are exceptions for instance for HR/recruiting roles, with salaries down year-on-year."For some positions, there's been a noticeable drop in salaries compared to 2023," said Tanja Loktionova, founder of Values Value, and co-founder of InGame Job. "This is particularly true for senior level HR professionals, recruiters, QA specialists, mid-level business development roles, and nearly all juniors in our sample. And we found a correlation according to our data, specialists in these professions were the most affected by layoffs over the past year."The report also highlighted the important gender pay gap between men and women across roles in games, as seen in the graph below: Looking at the most common reasons for dissatisfaction at a job, burnout, unprofessional management, and poor work-life balance were the most common reasons given.Remote working is still at a high, with 57% of companies in the EU working remotely, versus 75% for European countries outside the EU.Meanwhile, 54% of the game developers who responded to the survey said they use AI in their daily work and find it helpful. Last year, only 37% said so.The study was conducted across over 50 countries in Europe from March to June 2024, for a total of 1,832 respondents. The latter were predominantly men, at 58%, with women representing 24% of respondents, and 19% of them clicking 'Other' or preferring not to answer the question about their gender.Respondents were divided as follows in terms of seniority: 9% junior, 29% middle, 30% senior, 28% lead. Around 19% of the people who participated in the survey had over ten years of experience in games.
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    Call of Duty flies, Concord falls | Microcast
    Call of Duty flies, Concord falls | MicrocastLatest episode available to download now, also discusses most recent financials for EA, Ubisoft and more News by James Batchelor Editor-in-chief Published on Nov. 4, 2024 The latest episode of the GamesIndustry.biz Microcast is available to download now - and we finally got it back down to less than 25 minutes.It's financials seasons, so we discuss the highs and lows from some of the biggest publishers, including Electronic Arts, Ubisoft and Xbox. Naturally, the latter comes hand-in-hand with Call of Duty: Black Ops 6 and how its launch smashed series records.Elsewhere, we discuss Sony's decision to shut down two studios, including Concord developer Firewalk.You can listen via the player below, download the audio file directly here, or subscribe to our podcast feed, available via Spotify, iTunes, Amazon Music, CastBox, Player FM, TuneIn and other widely-used podcast platforms.The Microcast can also be found on the GamesIndustry.biz YouTube channel, or via this playlist.Episode edited by Alix Attenborough.To see this content please enable targeting cookies.
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    Supercell acquires Space Ape
    Supercell acquires Space ApeThe Finnish mobile studio had already been a majority investor since 2017Image credit: Supercell News by Marie Dealessandri Deputy Editor Published on Nov. 4, 2024 Supercell increased its investment in Space Ape, acquiring the London-based studio.The Finnish company already owned 62% of Space Ape, with this acquisition due to close by spring 2025, with a London office operational by then as well.This will be Supercell's first office in the UK, with CEO Ilkka Paananen commenting: "We believe the best teams create the best games, so we are really excited to find our place within London's incredibly talented games ecosystem by joining forces with Space Ape."This move will bring in amazing new colleagues and make our games teams even stronger. With the best talent globally, we move faster on our mission of creating great games that as many people as possible play for years and that are remembered forever."Space Ape CEO John Earner added: "We've loved working closely with Supercell for many years, and this move is the next stage in that partnership. I am so proud of Space Ape's contribution to the gaming industry over the last twelve years. I am looking forward to this next step in our evolution as part of the Supercell team."
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    Radical Forge raises 2.6m
    Radical Forge raises 2.6mInvestment to go towards team expansion, the release of Southfield, and moreImage credit: Radical Forge News by Marie Dealessandri Deputy Editor Published on Nov. 4, 2024 Radical Forge has raised 2.6 million via NPIF II Mercia Equity Finance (which is a part of the Northern Powerhouse Investment Fund II).Thanks to this investment, the Middlesbrough-based studio will be able to expand its team (which currently has 70 employees), take on new projects, and see through the launch of Southfield in early 2025.Chris McCourt of Mercia Ventures commented: "Radical Forge are a talented team with a vibrant culture that has helped them attract and retain skilled developers. We believe the current environment holds real opportunities for the business."With many of the big players in the industry downsizing their teams, they have the chance to attract top talent, expand their skills base and win larger and more complex projects. The NPIF II funding will enable them to pursue their expansion strategy and provide a further boost for Middlesbroughs growing games industry."Radical Forge went through a minor restructuring earlier this year, leading to six employees being laid off.
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    Atari acquires Transport Tycoon IP
    Atari acquires Transport Tycoon IPChris Saywer's classic management game added to publisher's growing portfolio of retro brands News by James Batchelor Editor-in-chief Published on Nov. 4, 2024 Atari has made an agreement with veteran games developer Chris Sawyer to acquire his iconic management game Transport Tycoon.While the company did not specify any future plans for the IP, Atari said has a "long-term plan to preserve and expand this classic sim," potentially including new digital and physical releases of the original games, developing new content or standalone titles, and merchandising opportunities.Transport Tycoon was originally released in 1994, with an expanded version the year after. It was last released as a mobile title in 2013."We are honored that Chris has entrusted us with Transport Tycoon, and our team is committed to both honoring and advancing his groundbreaking creation," said chairman and CEO Wade Rosen.Atari already holds the publishing rights to Chris Sawyer's 2004 spiritual successor Locomotion, as well as sister franchise RollerCoaster Tycoon.The company has been investing heavily in acquiring retro brands and IP in recent years, including the Intellivision brand and over 200 games back in May.It has also been purchasing hit indie titles, with this year's acquisitions including Surgeon Simulator and Totally Reliable Delivery Service.
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    Netflix's Mike Verdu reveals new role as VP of GenAI for Games
    Netflix's Mike Verdu reveals new role as VP of GenAI for GamesFormer Facebook and EA executive handed over games leadership position earlier this year News by James Batchelor Editor-in-chief Published on Nov. 4, 2024 Mike Verdu has finally revealed his mysterious new role at Netflix: vice president of GenAI for Games.Details of what this position actually involves are sparse, but in a LinkedIn post Verdu said he is "working on driving a 'once in a generation' inflection point for game development and player experiences" with generative AI at the heart of it.News of Verdu's new role first emerged in June, shortly followed by confirmation that former Epic Games exec Alain Tascan would be taking over his previous role as president of Netflix Games.In his LinkedIn post, Verdu urged peers to "pay no mind to uninformed speculation in the media about changes at Netflix Games," emphasising that Tascan's recruitment and his own new position had all be part of a "planned transition."In terms of what generative AI will do for games, Verdu said he believes the technology enables larger development teams to move faster and improves the capabilities of smaller teams."Many view this technology with fear, but I am a game-maker at heart and I see its potential to unlock all of us, to create mind-blowing new experiences for players, to lift us to new heights," he wrote. "Yes, we'll have to adapt and change, but when have we failed to meet that challenge as an industry?"Netflix has been investing heavily in video games for the past few years, especially since first hiring Verdu in 2021.The entertainment streaming firm has acquired multiple studios and opened two internal ones although the company announced last month that it would be closing the California studio, which had been working on AAA games.Netflix's video games are only available on mobile so far, with lifetime downloads of the 100-plus titles passing 210 million in September.
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    Bethesda to shut down The Elder Scrolls Legends
    Bethesda to shut down The Elder Scrolls LegendsServers for card game to be retired in January 2025, has also been delisted on SteamImage credit: Bethesda Softworks News by Sophie McEvoy Staff Writer Published on Nov. 4, 2024 The Elder Scrolls Legends will be shut down early next year, and is no longer available to purchase on Steam.As Rock Paper Shotgun reported, players booting up the game are now met with a message announcing that servers will be permanently turned off on January 30, 2025."From now until [then], all items in the store and entry into in-game events will be available for one gold each, so you can enjoy all the content Legends has to offer," the message read.The Elder Scrolls Legends launched in May 2017, with active development ending in 2019.At the time, Bethesda said new content and release would be put "on hold for the foreseeable future."
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