• Summer Game Fest 2025 reaches over 50m livestreams | News-in-brief

    Summer Game Fest 2025 reaches over 50m livestreams | News-in-brief
    Live show had a peak concurrent audience of more than 3 million viewers, up 89% year-on-year

    Image credit: Summer Game Fest

    News

    by Sophie McEvoy
    Staff Writer

    Published on June 16, 2025

    This is a News-in-brief article, our short format linking to an official source for more information. about this story by following the link below:
    Summer Game Fest 2025 reaches over 50m livestreams
    #summer #game #fest #reaches #over
    Summer Game Fest 2025 reaches over 50m livestreams | News-in-brief
    Summer Game Fest 2025 reaches over 50m livestreams | News-in-brief Live show had a peak concurrent audience of more than 3 million viewers, up 89% year-on-year Image credit: Summer Game Fest News by Sophie McEvoy Staff Writer Published on June 16, 2025 This is a News-in-brief article, our short format linking to an official source for more information. about this story by following the link below: Summer Game Fest 2025 reaches over 50m livestreams #summer #game #fest #reaches #over
    WWW.GAMESINDUSTRY.BIZ
    Summer Game Fest 2025 reaches over 50m livestreams | News-in-brief
    Summer Game Fest 2025 reaches over 50m livestreams | News-in-brief Live show had a peak concurrent audience of more than 3 million viewers, up 89% year-on-year Image credit: Summer Game Fest News by Sophie McEvoy Staff Writer Published on June 16, 2025 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: Summer Game Fest 2025 reaches over 50m livestreams
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  • Switch 2 sells almost 1m units in Japan, making it country's biggest console launch

    Switch 2 sells almost 1m units in Japan, making it country's biggest console launch
    Nintendo's latest hardware has sold three times more units than the original Switch in its first week

    Image credit: Nintendo

    News

    by Sophie McEvoy
    Staff Writer

    Published on June 13, 2025

    Hardware sales for the Nintendo Switch 2 have reached almost one million units in Japan, making it the country's biggest console launch to date.
    As reported by VGC, data from Famitsu showed 947,931 consoles have been sold within the first week of the Switch 2's release.
    In comparison, the original Switch sold 330,637 units according to the Game Data Archive.
    Looking at other console launches in Japan, PlayStation 2 previously held the record having sold over 630,000 units followed by the Game Boy Advance at 611,000 and the Nintendo DS at 468,000.
    Earlier this week, Nintendo announced that the Switch 2 sold 3.5 million units worldwide, its highest selling hardware within the first four days of release.
    The original Switch sold 2.7 million within the same timeframe.
    The Japanese publisher forecasts Switch 2 sales of 15 million by March 2026, while Ampere Analysis predicts that over 13 million people will buy the console in 2025.
    #switch #sells #almost #units #japan
    Switch 2 sells almost 1m units in Japan, making it country's biggest console launch
    Switch 2 sells almost 1m units in Japan, making it country's biggest console launch Nintendo's latest hardware has sold three times more units than the original Switch in its first week Image credit: Nintendo News by Sophie McEvoy Staff Writer Published on June 13, 2025 Hardware sales for the Nintendo Switch 2 have reached almost one million units in Japan, making it the country's biggest console launch to date. As reported by VGC, data from Famitsu showed 947,931 consoles have been sold within the first week of the Switch 2's release. In comparison, the original Switch sold 330,637 units according to the Game Data Archive. Looking at other console launches in Japan, PlayStation 2 previously held the record having sold over 630,000 units followed by the Game Boy Advance at 611,000 and the Nintendo DS at 468,000. Earlier this week, Nintendo announced that the Switch 2 sold 3.5 million units worldwide, its highest selling hardware within the first four days of release. The original Switch sold 2.7 million within the same timeframe. The Japanese publisher forecasts Switch 2 sales of 15 million by March 2026, while Ampere Analysis predicts that over 13 million people will buy the console in 2025. #switch #sells #almost #units #japan
    WWW.GAMESINDUSTRY.BIZ
    Switch 2 sells almost 1m units in Japan, making it country's biggest console launch
    Switch 2 sells almost 1m units in Japan, making it country's biggest console launch Nintendo's latest hardware has sold three times more units than the original Switch in its first week Image credit: Nintendo News by Sophie McEvoy Staff Writer Published on June 13, 2025 Hardware sales for the Nintendo Switch 2 have reached almost one million units in Japan, making it the country's biggest console launch to date. As reported by VGC, data from Famitsu showed 947,931 consoles have been sold within the first week of the Switch 2's release. In comparison, the original Switch sold 330,637 units according to the Game Data Archive. Looking at other console launches in Japan, PlayStation 2 previously held the record having sold over 630,000 units followed by the Game Boy Advance at 611,000 and the Nintendo DS at 468,000. Earlier this week, Nintendo announced that the Switch 2 sold 3.5 million units worldwide, its highest selling hardware within the first four days of release. The original Switch sold 2.7 million within the same timeframe. The Japanese publisher forecasts Switch 2 sales of 15 million by March 2026, while Ampere Analysis predicts that over 13 million people will buy the console in 2025.
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  • As the Nintendo Switch 2 launches, these are our hopes and dreams for the console

    As the Nintendo Switch 2 launches, these are our hopes and dreams for the console

    Image credit: Nintendo

    Feature

    by GamesIndustry.biz Staff
    Contributor

    Published on June 5, 2025

    With the Nintendo Switch 2 launching today, it closes out a rocky pre-launch period of tariffs, fiery price discussions around software and hardware, and some retailers cancelling pre-orders.
    Much of that will feel like a distant memory once the hotly-anticipated console is in players' hands, and they're trying out the first new Mario Kart game in more than 11 years.
    There's always something special about Nintendo hardware. Even with the Wii U, the console manufacturer's biggest dud in recent memory, that was still the case. While the Switch 2 is firmly an evolution of 2017's Switch and not anything bolder in terms of input or form factor, Nintendo's unbelievable run of great software over the past eight years looks set to continue.
    The downside for consumers, of course, is that they will be paying much more for some of those titles than they did on the last console.
    Below, to celebrate its launch day, the GamesIndustry.biz team shares its realistic hopes and dreams for the years to come on Switch 2.
    A fresh take on exclusive IP

    Nintendo has already demonstrated that it's willing to switch it up in terms of new takes on its iconic franchises, with the destructible levels of Donkey Kong Bananza and the open roads of Mario Kart World. But I have an appetite to see the same approach taken with continuations of beloved franchises like The Legend of Zelda, 3D Mario, and Pokémon.
    While Breath of the Wild and Tears of the Kingdom are getting enhanced versions and the newest Pokémon Legends title launches this fall, Nintendo has the opportunity to revitalise some of its beloved IP with boosted hardware and fan interest. Not only that, but it could flip the script entirely and debut a brand new franchise unrelated to anything that’s come before it – something that would become intertwined with the Switch 2 and inspire a new generation of players and developers. – Sophie McEvoy
    The end of bad Switch ports

    While games like Doom and The Witcher 3 demonstrated that miracles were possible with the Nintendo Switch's limited hardware capabilities, numerous ports from more powerful platforms fell short. From the notoriously rough visual downgrade of Batman: Arkham Knight to the choppy port of WWE 2K 2018, sometimes visually intensive games have made their way to the console with a whiff of 'buyer beware' about them.
    In some cases, like the Kingdom Hearts games, 'cloud' versions bypassed trying to run natively on the hardware altogether, which was a compromise too far for many players.
    That's a trend the Switch 2, with its out-of-the-gates impressive ports of Cyberpunk 2077 and Civ 7, could really do without. Inevitably, we will reach a point with the next Xbox and PlayStation consoles where the disparity with the Switch 2 becomes too great, and we could potentially see a similar downslide in ports.
    But hopefully the quality level reached with this first wave of releases sets a high standard for what's to come. Users' tolerance for lower quality multiplatform releases has been tested too much during the latter years of the Switch's lifecycle. – Samuel Roberts
    Switch 2 is at the heart of indie games

    Image credit: ConcernedApe

    The early years of the Switch were a honeymoon period for indie games, causing a gold rush of publishers and developers getting their back catalogues on the platform. As the eShop became swamped with shovelware, while Nintendo did little to improve discoverability, Steam quickly became the de facto home for indie games again.
    There's still nothing like playing an indie game on Switch. The portability remains a cut above other devices with a similar form factor, like the Steam Deck. While Nintendo shows it values smaller games with its Indie World showcases, there's still a disconnect between the intent of those presentations and how easily indie games are actually discovered on Switch.
    Using the eShop to celebrate good taste in games should be a goal of Nintendo's during this generation. A golden age of indies comparable to the original Switch launch seems unlikely – the moment has probably passed on that. But more consistent curation would have a massive amount of value. – Samuel Roberts
    Nintendo shows that the mouse has the magic

    The unveiling of the Switch showed that Nintendo learned a lot of lessons from the Wii U, itself a failed follow-up to the Wii: the company didn't rock the boat. It's the same form factor you know from the original Switch, with a clear '2' in the name. All its more novel secondary features – like the Joy-Con's mouse controls – are not at the centre of the marketing messaging like the Wii Remote or DS touchscreen were for those consoles.
    This was wise in a few practical ways. It means there are no interface-based headaches in porting a game onto the console, paving the way forgood third-party support. Consumers, developers, and publishers know what they're getting. Still, it means the console is going to feel largely familiar as an experience.
    The hope, then, is that deeper into the generation, Nintendo and other developers find new and interesting things to do with the mouse. Competitive wheelchair basketball game Drag x Drive is Nintendo's first attempt at this, but the drab art style doesn't inspire much confidence. Previous breakthrough exclusives like Arms and Splatoon felt like a much bigger deal. – Samuel Roberts
    More than just a console

    As a handheld device, the Switch ended up being more than just a games console. Subscription-based services like Crunchyroll and InkyPen provide access to anime, comics, and manga, while the YouTube app lets players watch aselection of movies and shows.
    With the improvements in screen resolution, the Switch 2 would benefit from integrating more streaming services like Netflix, Disney+, and Amazon Prime. Sure, you can use these apps on phones and laptops, but it would be convenient to have everything on one device – particularly a handheld console that's a popular traveling companion.
    And with social connectivity being a major selling point of the new console with GameChat, there's an opportunity to host streaming parties of shows and films on top of playing games. – Sophie McEvoy
    The GameCube library isn't left to fester on Nintendo Switch Online

    On day one, Nintendo Switch Online's Expansion Pack brings GameCube games to Switch 2 players: The Legend of Zelda: Wind Waker, F-Zero GX, and Soulcalibur 2. More will be coming, but if Nintendo's previous form with its classic console libraries are anything to go by, it will be a glacial wait. I hope I'm proven wrong.
    Possibly complicating matters is that some key GameCube titles have already been ported to Switch, like Paper Mario: The Thousand-Year Door, Pikmin 1 and 2, and Metroid Prime. The console's best game, Resident Evil 4, has been widely available for years on other platforms.
    The best case scenario here, then, is that Nintendo brings some more unusual or unexpected games to the service – the coming inclusion of Chibi-Robo, a cult GameCube game that's been hard to get hold for many years, is a strong indicator that the company is thinking outside the more obvious Mario and Zelda games.
    Rogue Squadron 2: Rogue Leader, Eternal Darkness: Sanity's Requiem, and Metal Gear Solid: The Twin Snakes would be on my personal wishlist. And maybe Starfox Adventures, too, just to hear everyone complain about it again. – Samuel Roberts
    A new take on Zelda in time for the movie

    This one is pretty much guaranteed. After reinventing the Zelda series with the open world games Breath of the Wild and Tears of the Kingdom, both of which celebrated player freedom and ingenuity, it will be fascinating to see what tack the team behind these games take next.
    "I thinkis – to use a bit of a term – an apotheosis, or the final form of that version of The Legend of Zelda," said producer Eiji Aonuma in a 2023 interview with Game Informer. "In that regard, I don't think that we'll be making a direct sequel to a world such as that that we've created."
    My prediction: in the same way Super Mario Wonder gave players a fresh spin on a classic Mario 2D platformer experience following 2023'sSuper Mario Bros. movie, I could see a similar tack taken with 2027's live-action Zelda movie. A game that seems superficially familiar, but is bursting with new ideas, would bridge the gap between veteran Nintendo players and newbies. – Samuel Roberts
    #nintendo #switch #launches #these #are
    As the Nintendo Switch 2 launches, these are our hopes and dreams for the console
    As the Nintendo Switch 2 launches, these are our hopes and dreams for the console Image credit: Nintendo Feature by GamesIndustry.biz Staff Contributor Published on June 5, 2025 With the Nintendo Switch 2 launching today, it closes out a rocky pre-launch period of tariffs, fiery price discussions around software and hardware, and some retailers cancelling pre-orders. Much of that will feel like a distant memory once the hotly-anticipated console is in players' hands, and they're trying out the first new Mario Kart game in more than 11 years. There's always something special about Nintendo hardware. Even with the Wii U, the console manufacturer's biggest dud in recent memory, that was still the case. While the Switch 2 is firmly an evolution of 2017's Switch and not anything bolder in terms of input or form factor, Nintendo's unbelievable run of great software over the past eight years looks set to continue. The downside for consumers, of course, is that they will be paying much more for some of those titles than they did on the last console. Below, to celebrate its launch day, the GamesIndustry.biz team shares its realistic hopes and dreams for the years to come on Switch 2. A fresh take on exclusive IP Nintendo has already demonstrated that it's willing to switch it up in terms of new takes on its iconic franchises, with the destructible levels of Donkey Kong Bananza and the open roads of Mario Kart World. But I have an appetite to see the same approach taken with continuations of beloved franchises like The Legend of Zelda, 3D Mario, and Pokémon. While Breath of the Wild and Tears of the Kingdom are getting enhanced versions and the newest Pokémon Legends title launches this fall, Nintendo has the opportunity to revitalise some of its beloved IP with boosted hardware and fan interest. Not only that, but it could flip the script entirely and debut a brand new franchise unrelated to anything that’s come before it – something that would become intertwined with the Switch 2 and inspire a new generation of players and developers. – Sophie McEvoy The end of bad Switch ports While games like Doom and The Witcher 3 demonstrated that miracles were possible with the Nintendo Switch's limited hardware capabilities, numerous ports from more powerful platforms fell short. From the notoriously rough visual downgrade of Batman: Arkham Knight to the choppy port of WWE 2K 2018, sometimes visually intensive games have made their way to the console with a whiff of 'buyer beware' about them. In some cases, like the Kingdom Hearts games, 'cloud' versions bypassed trying to run natively on the hardware altogether, which was a compromise too far for many players. That's a trend the Switch 2, with its out-of-the-gates impressive ports of Cyberpunk 2077 and Civ 7, could really do without. Inevitably, we will reach a point with the next Xbox and PlayStation consoles where the disparity with the Switch 2 becomes too great, and we could potentially see a similar downslide in ports. But hopefully the quality level reached with this first wave of releases sets a high standard for what's to come. Users' tolerance for lower quality multiplatform releases has been tested too much during the latter years of the Switch's lifecycle. – Samuel Roberts Switch 2 is at the heart of indie games Image credit: ConcernedApe The early years of the Switch were a honeymoon period for indie games, causing a gold rush of publishers and developers getting their back catalogues on the platform. As the eShop became swamped with shovelware, while Nintendo did little to improve discoverability, Steam quickly became the de facto home for indie games again. There's still nothing like playing an indie game on Switch. The portability remains a cut above other devices with a similar form factor, like the Steam Deck. While Nintendo shows it values smaller games with its Indie World showcases, there's still a disconnect between the intent of those presentations and how easily indie games are actually discovered on Switch. Using the eShop to celebrate good taste in games should be a goal of Nintendo's during this generation. A golden age of indies comparable to the original Switch launch seems unlikely – the moment has probably passed on that. But more consistent curation would have a massive amount of value. – Samuel Roberts Nintendo shows that the mouse has the magic The unveiling of the Switch showed that Nintendo learned a lot of lessons from the Wii U, itself a failed follow-up to the Wii: the company didn't rock the boat. It's the same form factor you know from the original Switch, with a clear '2' in the name. All its more novel secondary features – like the Joy-Con's mouse controls – are not at the centre of the marketing messaging like the Wii Remote or DS touchscreen were for those consoles. This was wise in a few practical ways. It means there are no interface-based headaches in porting a game onto the console, paving the way forgood third-party support. Consumers, developers, and publishers know what they're getting. Still, it means the console is going to feel largely familiar as an experience. The hope, then, is that deeper into the generation, Nintendo and other developers find new and interesting things to do with the mouse. Competitive wheelchair basketball game Drag x Drive is Nintendo's first attempt at this, but the drab art style doesn't inspire much confidence. Previous breakthrough exclusives like Arms and Splatoon felt like a much bigger deal. – Samuel Roberts More than just a console As a handheld device, the Switch ended up being more than just a games console. Subscription-based services like Crunchyroll and InkyPen provide access to anime, comics, and manga, while the YouTube app lets players watch aselection of movies and shows. With the improvements in screen resolution, the Switch 2 would benefit from integrating more streaming services like Netflix, Disney+, and Amazon Prime. Sure, you can use these apps on phones and laptops, but it would be convenient to have everything on one device – particularly a handheld console that's a popular traveling companion. And with social connectivity being a major selling point of the new console with GameChat, there's an opportunity to host streaming parties of shows and films on top of playing games. – Sophie McEvoy The GameCube library isn't left to fester on Nintendo Switch Online On day one, Nintendo Switch Online's Expansion Pack brings GameCube games to Switch 2 players: The Legend of Zelda: Wind Waker, F-Zero GX, and Soulcalibur 2. More will be coming, but if Nintendo's previous form with its classic console libraries are anything to go by, it will be a glacial wait. I hope I'm proven wrong. Possibly complicating matters is that some key GameCube titles have already been ported to Switch, like Paper Mario: The Thousand-Year Door, Pikmin 1 and 2, and Metroid Prime. The console's best game, Resident Evil 4, has been widely available for years on other platforms. The best case scenario here, then, is that Nintendo brings some more unusual or unexpected games to the service – the coming inclusion of Chibi-Robo, a cult GameCube game that's been hard to get hold for many years, is a strong indicator that the company is thinking outside the more obvious Mario and Zelda games. Rogue Squadron 2: Rogue Leader, Eternal Darkness: Sanity's Requiem, and Metal Gear Solid: The Twin Snakes would be on my personal wishlist. And maybe Starfox Adventures, too, just to hear everyone complain about it again. – Samuel Roberts A new take on Zelda in time for the movie This one is pretty much guaranteed. After reinventing the Zelda series with the open world games Breath of the Wild and Tears of the Kingdom, both of which celebrated player freedom and ingenuity, it will be fascinating to see what tack the team behind these games take next. "I thinkis – to use a bit of a term – an apotheosis, or the final form of that version of The Legend of Zelda," said producer Eiji Aonuma in a 2023 interview with Game Informer. "In that regard, I don't think that we'll be making a direct sequel to a world such as that that we've created." My prediction: in the same way Super Mario Wonder gave players a fresh spin on a classic Mario 2D platformer experience following 2023'sSuper Mario Bros. movie, I could see a similar tack taken with 2027's live-action Zelda movie. A game that seems superficially familiar, but is bursting with new ideas, would bridge the gap between veteran Nintendo players and newbies. – Samuel Roberts #nintendo #switch #launches #these #are
    WWW.GAMESINDUSTRY.BIZ
    As the Nintendo Switch 2 launches, these are our hopes and dreams for the console
    As the Nintendo Switch 2 launches, these are our hopes and dreams for the console Image credit: Nintendo Feature by GamesIndustry.biz Staff Contributor Published on June 5, 2025 With the Nintendo Switch 2 launching today, it closes out a rocky pre-launch period of tariffs, fiery price discussions around software and hardware, and some retailers cancelling pre-orders. Much of that will feel like a distant memory once the hotly-anticipated console is in players' hands, and they're trying out the first new Mario Kart game in more than 11 years. There's always something special about Nintendo hardware. Even with the Wii U, the console manufacturer's biggest dud in recent memory, that was still the case. While the Switch 2 is firmly an evolution of 2017's Switch and not anything bolder in terms of input or form factor, Nintendo's unbelievable run of great software over the past eight years looks set to continue. The downside for consumers, of course, is that they will be paying much more for some of those titles than they did on the last console. Below, to celebrate its launch day, the GamesIndustry.biz team shares its realistic hopes and dreams for the years to come on Switch 2. A fresh take on exclusive IP Nintendo has already demonstrated that it's willing to switch it up in terms of new takes on its iconic franchises, with the destructible levels of Donkey Kong Bananza and the open roads of Mario Kart World. But I have an appetite to see the same approach taken with continuations of beloved franchises like The Legend of Zelda, 3D Mario, and Pokémon. While Breath of the Wild and Tears of the Kingdom are getting enhanced versions and the newest Pokémon Legends title launches this fall, Nintendo has the opportunity to revitalise some of its beloved IP with boosted hardware and fan interest. Not only that, but it could flip the script entirely and debut a brand new franchise unrelated to anything that’s come before it – something that would become intertwined with the Switch 2 and inspire a new generation of players and developers. – Sophie McEvoy The end of bad Switch ports While games like Doom and The Witcher 3 demonstrated that miracles were possible with the Nintendo Switch's limited hardware capabilities, numerous ports from more powerful platforms fell short. From the notoriously rough visual downgrade of Batman: Arkham Knight to the choppy port of WWE 2K 2018, sometimes visually intensive games have made their way to the console with a whiff of 'buyer beware' about them. In some cases, like the Kingdom Hearts games, 'cloud' versions bypassed trying to run natively on the hardware altogether, which was a compromise too far for many players. That's a trend the Switch 2, with its out-of-the-gates impressive ports of Cyberpunk 2077 and Civ 7, could really do without. Inevitably, we will reach a point with the next Xbox and PlayStation consoles where the disparity with the Switch 2 becomes too great, and we could potentially see a similar downslide in ports. But hopefully the quality level reached with this first wave of releases sets a high standard for what's to come. Users' tolerance for lower quality multiplatform releases has been tested too much during the latter years of the Switch's lifecycle. – Samuel Roberts Switch 2 is at the heart of indie games Image credit: ConcernedApe The early years of the Switch were a honeymoon period for indie games, causing a gold rush of publishers and developers getting their back catalogues on the platform. As the eShop became swamped with shovelware, while Nintendo did little to improve discoverability (until very recently), Steam quickly became the de facto home for indie games again. There's still nothing like playing an indie game on Switch. The portability remains a cut above other devices with a similar form factor, like the Steam Deck. While Nintendo shows it values smaller games with its Indie World showcases, there's still a disconnect between the intent of those presentations and how easily indie games are actually discovered on Switch. Using the eShop to celebrate good taste in games should be a goal of Nintendo's during this generation. A golden age of indies comparable to the original Switch launch seems unlikely – the moment has probably passed on that. But more consistent curation would have a massive amount of value. – Samuel Roberts Nintendo shows that the mouse has the magic The unveiling of the Switch showed that Nintendo learned a lot of lessons from the Wii U, itself a failed follow-up to the Wii: the company didn't rock the boat. It's the same form factor you know from the original Switch, with a clear '2' in the name. All its more novel secondary features – like the Joy-Con's mouse controls – are not at the centre of the marketing messaging like the Wii Remote or DS touchscreen were for those consoles. This was wise in a few practical ways. It means there are no interface-based headaches in porting a game onto the console, paving the way for (theoretically) good third-party support. Consumers, developers, and publishers know what they're getting. Still, it means the console is going to feel largely familiar as an experience. The hope, then, is that deeper into the generation, Nintendo and other developers find new and interesting things to do with the mouse. Competitive wheelchair basketball game Drag x Drive is Nintendo's first attempt at this, but the drab art style doesn't inspire much confidence. Previous breakthrough exclusives like Arms and Splatoon felt like a much bigger deal. – Samuel Roberts More than just a console As a handheld device, the Switch ended up being more than just a games console. Subscription-based services like Crunchyroll and InkyPen provide access to anime, comics, and manga, while the YouTube app lets players watch a (albeit limited) selection of movies and shows. With the improvements in screen resolution, the Switch 2 would benefit from integrating more streaming services like Netflix, Disney+, and Amazon Prime. Sure, you can use these apps on phones and laptops, but it would be convenient to have everything on one device – particularly a handheld console that's a popular traveling companion. And with social connectivity being a major selling point of the new console with GameChat, there's an opportunity to host streaming parties of shows and films on top of playing games. – Sophie McEvoy The GameCube library isn't left to fester on Nintendo Switch Online On day one, Nintendo Switch Online's Expansion Pack brings GameCube games to Switch 2 players: The Legend of Zelda: Wind Waker, F-Zero GX, and Soulcalibur 2. More will be coming, but if Nintendo's previous form with its classic console libraries are anything to go by, it will be a glacial wait. I hope I'm proven wrong. Possibly complicating matters is that some key GameCube titles have already been ported to Switch, like Paper Mario: The Thousand-Year Door, Pikmin 1 and 2, and Metroid Prime. The console's best game, Resident Evil 4, has been widely available for years on other platforms. The best case scenario here, then, is that Nintendo brings some more unusual or unexpected games to the service – the coming inclusion of Chibi-Robo, a cult GameCube game that's been hard to get hold for many years, is a strong indicator that the company is thinking outside the more obvious Mario and Zelda games. Rogue Squadron 2: Rogue Leader, Eternal Darkness: Sanity's Requiem, and Metal Gear Solid: The Twin Snakes would be on my personal wishlist. And maybe Starfox Adventures, too, just to hear everyone complain about it again. – Samuel Roberts A new take on Zelda in time for the movie This one is pretty much guaranteed. After reinventing the Zelda series with the open world games Breath of the Wild and Tears of the Kingdom, both of which celebrated player freedom and ingenuity, it will be fascinating to see what tack the team behind these games take next. "I think [TOTK] is – to use a bit of a term – an apotheosis, or the final form of that version of The Legend of Zelda," said producer Eiji Aonuma in a 2023 interview with Game Informer. "In that regard, I don't think that we'll be making a direct sequel to a world such as that that we've created." My prediction: in the same way Super Mario Wonder gave players a fresh spin on a classic Mario 2D platformer experience following 2023's (terrible, if you ask me) Super Mario Bros. movie, I could see a similar tack taken with 2027's live-action Zelda movie. A game that seems superficially familiar, but is bursting with new ideas, would bridge the gap between veteran Nintendo players and newbies. – Samuel Roberts
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  • IO Interactive's first showcase to take place on June 6, 2025 | News-in-brief

    IO Interactive's first showcase to take place on June 6, 2025 | News-in-brief
    IOI Showcase will air at 6pm PDT and feature information about 007 First Light, Hitman: World of Assassination, and MindsEye

    Image credit: IO Interactive

    News

    by Sophie McEvoy
    Staff Writer

    Published on June 3, 2025

    This is a News-in-brief article, our short format linking to an official source for more information. about this story by following the link below:
    IO Interactive's first showcase to take place on June 6, 2025
    #interactive039s #first #showcase #take #place
    IO Interactive's first showcase to take place on June 6, 2025 | News-in-brief
    IO Interactive's first showcase to take place on June 6, 2025 | News-in-brief IOI Showcase will air at 6pm PDT and feature information about 007 First Light, Hitman: World of Assassination, and MindsEye Image credit: IO Interactive News by Sophie McEvoy Staff Writer Published on June 3, 2025 This is a News-in-brief article, our short format linking to an official source for more information. about this story by following the link below: IO Interactive's first showcase to take place on June 6, 2025 #interactive039s #first #showcase #take #place
    WWW.GAMESINDUSTRY.BIZ
    IO Interactive's first showcase to take place on June 6, 2025 | News-in-brief
    IO Interactive's first showcase to take place on June 6, 2025 | News-in-brief IOI Showcase will air at 6pm PDT and feature information about 007 First Light, Hitman: World of Assassination, and MindsEye Image credit: IO Interactive News by Sophie McEvoy Staff Writer Published on June 3, 2025 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: IO Interactive's first showcase to take place on June 6, 2025
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  • AR developer DreamPark secures $1.1m in seed funding round

    AR developer DreamPark secures m in seed funding round
    Investment will support expansion plans, partnerships with established IP, and growing its development team

    Image credit: DreamPark

    News

    by Sophie McEvoy
    Staff Writer

    Published on May 30, 2025

    Mixed reality developer DreamPark has raised million in a seed funding round.
    DreamPark develops AR experiences at physical locations via markers including QR codes that change real-world spaces with digital features.
    Led by Long Journey Ventures with participation from Founders Inc., the investment will help the firm accelerate creating partnerships with established IP, expanding the amount of rental Quest headset units it has, and growing its development team.
    So far, DreamPark has installed experiences in Santa Monica and the LA County Fair, with plans to expand to Seattle, Orange County, and corporate events.
    "We're not just creating content, we're building a platform that revitalises communities by giving people a reason to gather, play, and connect in physical spaces in real life," said DreamPark CEO and co-founder Aidan Wolf.
    "DreakPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We're reimagining what's possible when the spaces around us become canvases for shared adventure and imagination."
    DreamPark co-founder and business director Brent Bushnell added: "We're building the world's largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again.
    "This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces."
    #developer #dreampark #secures #11m #seed
    AR developer DreamPark secures $1.1m in seed funding round
    AR developer DreamPark secures m in seed funding round Investment will support expansion plans, partnerships with established IP, and growing its development team Image credit: DreamPark News by Sophie McEvoy Staff Writer Published on May 30, 2025 Mixed reality developer DreamPark has raised million in a seed funding round. DreamPark develops AR experiences at physical locations via markers including QR codes that change real-world spaces with digital features. Led by Long Journey Ventures with participation from Founders Inc., the investment will help the firm accelerate creating partnerships with established IP, expanding the amount of rental Quest headset units it has, and growing its development team. So far, DreamPark has installed experiences in Santa Monica and the LA County Fair, with plans to expand to Seattle, Orange County, and corporate events. "We're not just creating content, we're building a platform that revitalises communities by giving people a reason to gather, play, and connect in physical spaces in real life," said DreamPark CEO and co-founder Aidan Wolf. "DreakPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We're reimagining what's possible when the spaces around us become canvases for shared adventure and imagination." DreamPark co-founder and business director Brent Bushnell added: "We're building the world's largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again. "This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces." #developer #dreampark #secures #11m #seed
    WWW.GAMESINDUSTRY.BIZ
    AR developer DreamPark secures $1.1m in seed funding round
    AR developer DreamPark secures $1.1m in seed funding round Investment will support expansion plans, partnerships with established IP, and growing its development team Image credit: DreamPark News by Sophie McEvoy Staff Writer Published on May 30, 2025 Mixed reality developer DreamPark has raised $1.1 million in a seed funding round. DreamPark develops AR experiences at physical locations via markers including QR codes that change real-world spaces with digital features. Led by Long Journey Ventures with participation from Founders Inc., the investment will help the firm accelerate creating partnerships with established IP, expanding the amount of rental Quest headset units it has, and growing its development team. So far, DreamPark has installed experiences in Santa Monica and the LA County Fair, with plans to expand to Seattle, Orange County, and corporate events. "We're not just creating content, we're building a platform that revitalises communities by giving people a reason to gather, play, and connect in physical spaces in real life," said DreamPark CEO and co-founder Aidan Wolf. "DreakPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We're reimagining what's possible when the spaces around us become canvases for shared adventure and imagination." DreamPark co-founder and business director Brent Bushnell added: "We're building the world's largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again. "This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces."
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  • Daily active users were 225% higher for Fallout 3 and 4 in weeks following TV premiere

    Daily active users were 225% higher for Fallout 3 and 4 in weeks following TV premiere
    Sensor Tower data also showed increases in DAUs for The Last of Us and Minecraft following adaptations

    Image credit: Amazon Prime

    News

    by Sophie McEvoy
    Staff Writer

    Published on May 30, 2025

    Following the success of Amazon Prime's Fallout series, daily active users were 225% higher for Fallout 3 and Fallout 4 in the weeks following the show's premiere last April.
    That's according to a report conducted by Sensor Tower, which looked into the effect film and television adaptations are having on the games they're based on.
    Sensor Tower found that sales of Fallout 3 and Fallout 4 rose 125% and 410% respectively, as both games dropped in price during the week of the show's premiere.
    The series boosted DAUs for mobile spin-off Fallout Shelter, too, which increased by 77% while in-app purchases revenue jumped 150%.
    App downloads of Amazon Prime Video grew by 20% during the week Fallout debuted. Amazon has since announced a premiere window for its second season – December 2025 – and greenlit a third series.
    Sensor Tower also collated data on HBO's adaptation of The Last of Us, and Warner Bros. box office smash with A Minecraft Movie.
    It found that DAUs for The Last of Us Part 1 and Part 2 rose 40% following the premiere of the show's second season on April 13, 2025. HBO Max also saw a 6% increase of app downloads.
    In contrast to Fallout, Sensor Tower noted that the "results for The Last of Us hinged on bringing new awareness to the franchise" rather than the "free-to-play" nature of Fallout Shelter and "the uniqueness of the show's story from the game."
    The Last of Us has since been renewed for a third season, with HBO's programming EVP Francesca Orsi telling Deadline that there will likely be four seasons of the show.
    As for A Minecraft Movie – which surpassed million in ten days – mobile in-app purchases rose 44% while console games saw an increase of 36% during the month of its release.
    Sensor Tower noted a 9% spike in mobile players for Minecraft in contrast to a 41% increase on console following the film's premiere.
    As reported by Deadline, Warner Bros. has since confirmed there is a sequel for A Minecraft Movie in the works.
    #daily #active #users #were #higher
    Daily active users were 225% higher for Fallout 3 and 4 in weeks following TV premiere
    Daily active users were 225% higher for Fallout 3 and 4 in weeks following TV premiere Sensor Tower data also showed increases in DAUs for The Last of Us and Minecraft following adaptations Image credit: Amazon Prime News by Sophie McEvoy Staff Writer Published on May 30, 2025 Following the success of Amazon Prime's Fallout series, daily active users were 225% higher for Fallout 3 and Fallout 4 in the weeks following the show's premiere last April. That's according to a report conducted by Sensor Tower, which looked into the effect film and television adaptations are having on the games they're based on. Sensor Tower found that sales of Fallout 3 and Fallout 4 rose 125% and 410% respectively, as both games dropped in price during the week of the show's premiere. The series boosted DAUs for mobile spin-off Fallout Shelter, too, which increased by 77% while in-app purchases revenue jumped 150%. App downloads of Amazon Prime Video grew by 20% during the week Fallout debuted. Amazon has since announced a premiere window for its second season – December 2025 – and greenlit a third series. Sensor Tower also collated data on HBO's adaptation of The Last of Us, and Warner Bros. box office smash with A Minecraft Movie. It found that DAUs for The Last of Us Part 1 and Part 2 rose 40% following the premiere of the show's second season on April 13, 2025. HBO Max also saw a 6% increase of app downloads. In contrast to Fallout, Sensor Tower noted that the "results for The Last of Us hinged on bringing new awareness to the franchise" rather than the "free-to-play" nature of Fallout Shelter and "the uniqueness of the show's story from the game." The Last of Us has since been renewed for a third season, with HBO's programming EVP Francesca Orsi telling Deadline that there will likely be four seasons of the show. As for A Minecraft Movie – which surpassed million in ten days – mobile in-app purchases rose 44% while console games saw an increase of 36% during the month of its release. Sensor Tower noted a 9% spike in mobile players for Minecraft in contrast to a 41% increase on console following the film's premiere. As reported by Deadline, Warner Bros. has since confirmed there is a sequel for A Minecraft Movie in the works. #daily #active #users #were #higher
    WWW.GAMESINDUSTRY.BIZ
    Daily active users were 225% higher for Fallout 3 and 4 in weeks following TV premiere
    Daily active users were 225% higher for Fallout 3 and 4 in weeks following TV premiere Sensor Tower data also showed increases in DAUs for The Last of Us and Minecraft following adaptations Image credit: Amazon Prime News by Sophie McEvoy Staff Writer Published on May 30, 2025 Following the success of Amazon Prime's Fallout series, daily active users were 225% higher for Fallout 3 and Fallout 4 in the weeks following the show's premiere last April. That's according to a report conducted by Sensor Tower, which looked into the effect film and television adaptations are having on the games they're based on. Sensor Tower found that sales of Fallout 3 and Fallout 4 rose 125% and 410% respectively, as both games dropped in price during the week of the show's premiere. The series boosted DAUs for mobile spin-off Fallout Shelter, too, which increased by 77% while in-app purchases revenue jumped 150%. App downloads of Amazon Prime Video grew by 20% during the week Fallout debuted. Amazon has since announced a premiere window for its second season – December 2025 – and greenlit a third series. Sensor Tower also collated data on HBO's adaptation of The Last of Us, and Warner Bros. box office smash with A Minecraft Movie. It found that DAUs for The Last of Us Part 1 and Part 2 rose 40% following the premiere of the show's second season on April 13, 2025. HBO Max also saw a 6% increase of app downloads. In contrast to Fallout, Sensor Tower noted that the "results for The Last of Us hinged on bringing new awareness to the franchise" rather than the "free-to-play" nature of Fallout Shelter and "the uniqueness of the show's story from the game." The Last of Us has since been renewed for a third season, with HBO's programming EVP Francesca Orsi telling Deadline that there will likely be four seasons of the show. As for A Minecraft Movie – which surpassed $550 million in ten days – mobile in-app purchases rose 44% while console games saw an increase of 36% during the month of its release. Sensor Tower noted a 9% spike in mobile players for Minecraft in contrast to a 41% increase on console following the film's premiere. As reported by Deadline, Warner Bros. has since confirmed there is a sequel for A Minecraft Movie in the works.
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  • PlaySafe ID raises $1.12m in pre-seed funding round

    PlaySafe ID raises m in pre-seed funding round
    Digital identity platform to use funds in support of its "go-for-market" launch to safeguard gamers

    Image credit: PlaySafe ID

    News

    by Sophie McEvoy
    Staff Writer

    Published on May 30, 2025

    PlaySafe ID has raised million in a pre-seed funding round led by Early Game Ventures.
    With participation from Hartmann Capital and Overwolf, the funding will expand PlaySafe ID's digital identity platform as it prepares a "go-for-market" launch targeting 250,000 users.
    PlaySafe ID issues players with a "verified, anonymous, and game-agnostic digital ID" to prove that a user "is real and hasn't been caught cheating or being inappropriate to children".
    The firm is currently in talks "with several major gaming platforms" and is aiming to announce its first partnerships later this year.
    "This round gives us the firepower to move fast, expand our world-class team, and partner with games that want the most fair and safe environment for players to enjoy," said PlaySafe ID CEO Andrew Wailes.
    "With cheating in games as a mass epidemic that ruins fun for players daily, and the Online Safety Act ushering in long overdue requirements for child protection in gaming, PlaySafe ID's mission to safeguard gamers isn't just relevant – it's now essential for compliance and the future of global gaming."
    Early Game Ventures managing partner Cristian Munteanu added: "We believe PlaySafe ID is building the trust later for gaming – and beyond.
    "In a world where AI and anonymity are eroding safety and fairness, PlaySafe ID restores balance with identity, transparency, and accountability. Once a gamer is verified through PlaySafe ID, that identity becomes portable across games, platforms, and genres."
    Munteanu concluded: "The more developers adopt it, the more valuable it becomes to players – and vice versa. Eventually, the verified identity becomes a default layer of the gaming stack, just like your Steam account or your Xbox Live profile. It's a winner-takes-all kind of play."
    #playsafe #raises #112m #preseed #funding
    PlaySafe ID raises $1.12m in pre-seed funding round
    PlaySafe ID raises m in pre-seed funding round Digital identity platform to use funds in support of its "go-for-market" launch to safeguard gamers Image credit: PlaySafe ID News by Sophie McEvoy Staff Writer Published on May 30, 2025 PlaySafe ID has raised million in a pre-seed funding round led by Early Game Ventures. With participation from Hartmann Capital and Overwolf, the funding will expand PlaySafe ID's digital identity platform as it prepares a "go-for-market" launch targeting 250,000 users. PlaySafe ID issues players with a "verified, anonymous, and game-agnostic digital ID" to prove that a user "is real and hasn't been caught cheating or being inappropriate to children". The firm is currently in talks "with several major gaming platforms" and is aiming to announce its first partnerships later this year. "This round gives us the firepower to move fast, expand our world-class team, and partner with games that want the most fair and safe environment for players to enjoy," said PlaySafe ID CEO Andrew Wailes. "With cheating in games as a mass epidemic that ruins fun for players daily, and the Online Safety Act ushering in long overdue requirements for child protection in gaming, PlaySafe ID's mission to safeguard gamers isn't just relevant – it's now essential for compliance and the future of global gaming." Early Game Ventures managing partner Cristian Munteanu added: "We believe PlaySafe ID is building the trust later for gaming – and beyond. "In a world where AI and anonymity are eroding safety and fairness, PlaySafe ID restores balance with identity, transparency, and accountability. Once a gamer is verified through PlaySafe ID, that identity becomes portable across games, platforms, and genres." Munteanu concluded: "The more developers adopt it, the more valuable it becomes to players – and vice versa. Eventually, the verified identity becomes a default layer of the gaming stack, just like your Steam account or your Xbox Live profile. It's a winner-takes-all kind of play." #playsafe #raises #112m #preseed #funding
    WWW.GAMESINDUSTRY.BIZ
    PlaySafe ID raises $1.12m in pre-seed funding round
    PlaySafe ID raises $1.12m in pre-seed funding round Digital identity platform to use funds in support of its "go-for-market" launch to safeguard gamers Image credit: PlaySafe ID News by Sophie McEvoy Staff Writer Published on May 30, 2025 PlaySafe ID has raised $1.12 million in a pre-seed funding round led by Early Game Ventures. With participation from Hartmann Capital and Overwolf, the funding will expand PlaySafe ID's digital identity platform as it prepares a "go-for-market" launch targeting 250,000 users. PlaySafe ID issues players with a "verified, anonymous, and game-agnostic digital ID" to prove that a user "is real and hasn't been caught cheating or being inappropriate to children". The firm is currently in talks "with several major gaming platforms" and is aiming to announce its first partnerships later this year. "This round gives us the firepower to move fast, expand our world-class team, and partner with games that want the most fair and safe environment for players to enjoy," said PlaySafe ID CEO Andrew Wailes. "With cheating in games as a mass epidemic that ruins fun for players daily, and the Online Safety Act ushering in long overdue requirements for child protection in gaming, PlaySafe ID's mission to safeguard gamers isn't just relevant – it's now essential for compliance and the future of global gaming." Early Game Ventures managing partner Cristian Munteanu added: "We believe PlaySafe ID is building the trust later for gaming – and beyond. "In a world where AI and anonymity are eroding safety and fairness, PlaySafe ID restores balance with identity, transparency, and accountability. Once a gamer is verified through PlaySafe ID, that identity becomes portable across games, platforms, and genres." Munteanu concluded: "The more developers adopt it, the more valuable it becomes to players – and vice versa. Eventually, the verified identity becomes a default layer of the gaming stack, just like your Steam account or your Xbox Live profile. It's a winner-takes-all kind of play."
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  • Remedy's surreal take on co-op with FBC: Firebreak

    Remedy's surreal take on co-op with FBC: Firebreak
    Game director Mike Kayatta discusses Remedy's approach to multiplayer titles, and how it balances appealing to fans and appeasing casual co-op players

    Image credit: Remedy Entertainment

    Feature

    by Sophie McEvoy
    Staff Writer

    Published on May 29, 2025

    Much like Remedy's narrative-driven single-player games, FBC: Firebreak is a step into the unknown. Not for the player, but for the developer itself.
    Firebreak not only marks the first time that Remedy has developed a multiplayer game, but it's also the developer's first foray into a first-person shooter.
    But a project focused on session-based gameplay runs the risk of alienating fans of Remedy's lore-heavy third-person games, while potentially dissuading casual players from checking out its impressive back catalogue if the game doesn't click.

    Mike Kayatta, Remedy

    Following a hands-on preview of the game, GamesIndustry.biz spoke to Firebreak's game director, Mike Kayatta, to discuss Remedy's approach to developing its first co-op FPS title. He also explained how the studio balanced appeasing longtime Remedy fans while attracting seasoned co-op players unfamiliar with Firebreak's surreal world.
    Firebreak is a spin-off of 2019's Control, which follows Jesse Faden – the director of a secretive government agency known as the Federal Bureau of Control.
    Its headquarters, known as the Oldest House, is a shifting, paranatural building that holds all sorts of otherworldly entities contained by the organisation.
    Control sees the Oldest House under lockdown following the invasion of a hostile force known as the Hiss. Firebreak takes place six years after the events of Control, and the lockdown is still in place.
    Maintaining a balance
    Right off the bat, there's a hurdle of not overloading players new to Remedy with so much lore that they'll feel like they need to play Control to play Firebreak.
    As Kattaya explains, the studio prioritised not overwhelming those unfamiliar with its universe and appeasing fans that will be on the lookout for connections to other Remedy titles.
    "We set the game during a lockdown, which creates a narrative bubble for the FBC that also helps us create a bubble around the world itself," Kayatta notes.
    "So, if you know Control, then you might be interested in seeing what was going on in the Oldest House six years after the first game. And if you don't know Control, then you can step right into this moment and get a contained experience."
    Firebreak may be a spin-off, but Kayatta affirms it is firmly set within Remedy's connected universe– which links the Control and Alan Wake franchises together.
    "Of course, we are set firmly within the RCU timeline and canon, so there are connections," he explains. "But we're very focused on protecting Control players who might not want to switch genres to get the 'whole story', and protecting co-op players who might not want to fire up an old game to get the full experience out of Firebreak."
    By maintaining this balance, Remedy has made a game that potentially encourages fans to step out of their comfort zone while also enticing less familiar players to dive into Remedy's back catalogue if the world intrigues them.

    Internally, Remedy also faced the task of producing a game in a genre it's not developed for before. Still, it has over two decades of experience in developing narrative-driven, immersive single-player titles, which offered the studio some advantages.
    "Even though games like Alan Wake and Control aren't all that similar to Firebreak in terms of genre and gameplay, they do all share a focus on immersive worlds and impactful narrative space," Kayatta says. "That sort of thing comes through lighting, audio, world design, and more somewhat direct crossovers.
    "When we look at what's different, it's the perspective, the social nature of the game, and driving gameplay through systems. It's a combination of previous work experience outside of Remedy, personal experience as gamers or solo projects, and transference of other practical design skills into a new vision."
    Kayatta continues: "We do have a lot to learn and definitely face the task and players with a lot of humility, but there wasn't really a point where we felt like we didn't know how to go about something fun."
    Overcoming development obstacles
    Remedy also had to contend with approaching the game from a different perspective during the development process.
    Kayatta says the making of Firebreak differed in "so many ways" compared to Alan Wake 2 or Control, but that overall, every Remedy game release "is a miracle and Firebreak is no exception."
    "Even things as simple as playing the game suddenly takes three times the number of people," he emphasises. "Lots of typical production processes remain the same, but the rest has been a lot of adaptation and learning on the fly."
    This included playtests. Remedy has conducted a lot during Firebreak's development, even as recently as a couple weeks ago to test various game mechanics and matchmaking. The game is constantly changing – I'll have a totally different experience playing with friends post-release than I did during my playtest, and the devs were busy polishing things then, too.
    "Sometimes making games feels like nothing but overcoming obstacles," Kayatta laughs.
    "Honestly, it's beenevery single day. Sometimes it's about absorbing the pain, learning lessons, and pushing through to the next milestone. Other times, it's about seeking help from experts across the studio. Every single game released is a miracle and Firebreak is no exception.
    "Then, creatively, a lot has been shifting the mindset of what's the most valuableto players and learning to let go of the control you have over players when making a single-player experience."

    Image credit: Remedy Entertainment

    Unlike Alan Wake 2 and Control, Remedy aren't guiding players through narrative cues. There are suggestions and hints of what needs to be done in a given situation, but players are given much more agency and control over how they approach obstacles with the arsenal they're given.
    As for the FPS aspect – there are plenty of guns to fire in Firebreak, but it's the 'crisis kits' that are the focal point.
    "Every single game released is a miracle and Firebreak is no exception"
    These three loadouts are tailored to a specific skill – one is electricity-focused for field control, another is impact-focused for problem solving, and one is water-focused for manipulating conditions like controlling flames and cooling down team members.
    Players aren't limited to what they use, either. All three players in a session can use the same kit, or they can plan who will use which kit to maximise the effects of teamwork during a session.
    The kits are also where Remedy's kookiness shines. Each kit has a tool related to its theme, whether that's a massive wrench or a hydro-cannon. Paranatural items known as 'Altered Augments' can be attached to these weapons, which provide bizarre – and at times chaotic – effects to give players the upper hand against enemies.
    For example, a paranatural teapot can be attached to the hydro cannon to super heat water globules into molten lava.
    Experimentation is key
    Giving players a varied loadout of guns and tools enabled Remedy to make Firebreak something newcomers to the FPS co-op genre could enjoy. This was achieved by providing the ability to adjust components to meet players needs and a progression system that doesn't focus on "power ramping."
    "Like most games, we front load a lot of the extremely impactful long-term progress, such as unlocking critical gear and abilities," Kayatta says. "And the 'mid-game'is about getting your power up and upgrading what you like to use."
    Kayatta also clarifies they didn't want newer players to be locked out of the experience when playing with those who are familiar with how multiplayer FPS games work.
    "doesn't dwell too long in the 'power ramping' phase and quickly shifts into promoting experimentation and forming playstyles," Kayatta notes. "We've also added things like the resonance system which can let players with access to strong builds actually share those abilities to anyone."
    Speaking of progress, Kayatta notes that Remedy made it a priority for Firebreak to "feel like a fair experience for everyone" – whether you're playing for long or short periods of time.
    "For this, we made sure that the longer-term progression focuses more on unlocking options rather than raw power," he explains. "That players can create their own end-game challenges by adjusting threat, clearance, and corruptionto meet their capabilities."
    Threat, clearance, and corruption control the difficulty of a job, with rewards scaling up accordingly based on the level of challenge. These aspects also enhance replayability – particularly corruption, which enables 'corrupted items' that modify the environment and enemy behaviours.
    Remedy's approach to microtransactions
    There's also a perk system that provides unique gameplay effects, which are achieved by levelling up or using in-game currency known as 'lost assets'.
    Players can also use in-game currency to purchase 'requisitions' – cosmetic items including armor sets, sprays, and weapon skins that have no effect on gameplay. Some requisitions are 'classified' meaning that players will need to spend real-money to unlock them.
    "We tried to think of ourselves as gamers and what we would want out of a game"
    When asked why Remedy went down the route of locking only cosmetics behind a paywall as opposed to a pay-to-win system like some other multiplayer titles, Kayatta says the team thought of what they would want out of Firebreak as players.
    "is not a direct response to any particular mechanic or game, but it is different from many that you see in the multiplayer space," Kayatta explains. "Mostly, we tried to think of ourselves as gamers and what we would want out of a game.
    "Maybe it's a bit of a nostalgia, old man, 'kids-these-days' sort of thing to say, but dang. I miss games like Left 4 Dead 2 where you could just buy the game and play it when you feel like playing it. It felt easier to get friends on board and easier to kick back and enjoy things."
    Kayatta continued: "I don't like the stigma that comes with multiplayers today. I don't like how guarded I feel when I hear something is going to be supported after release. Support after release should be an awesome, exciting thing. So why, so often, does it make me feel worried somehow?"
    The future of Firebreak
    With that in mind, Remedy has implemented a solid roadmap to support Firebreak post-release. It launches with five jobs, with two additional jobs planned for this year and more to come in 2026.
    "It's always hard to predict the future, especially before we've released the game and gotten the chance to hear from players," says Kayatta. "We know we are going to support the game, we know we want to make it bigger this year, at least.
    "And going into next year, we want to know what's going to add value for players and do that. Is it more jobs? Could be, in which case that will be the plan. Is it something else? Let's see and then try to do that if it makes sense."
    "We're a small team with limited resources. We're trying to be super careful about where we put our attention"
    Remedy is steadfast on putting the players' needs first. All post-launch content will be free, and will be catered to what fans want out of the game they're spending their money and time on.
    "Ultimately, we're a small team with limited resources," he adds. "We're trying to be super careful about where we put our attention."
    As for the future of co-op games at Remedy, Firebreak sets a precedent for potential games set around its other franchises. So has the experience of developing Firebreak inspired the devs for similar games in the future?
    "Oh boy," Kayatta laughs. "The only future on my mind right now is getting Firebreak to players on June 17, then supporting them as best I can. As for anything else, to quote the wise Magic 8-Ball: 'Ask again later'."
    #remedy039s #surreal #take #coop #with
    Remedy's surreal take on co-op with FBC: Firebreak
    Remedy's surreal take on co-op with FBC: Firebreak Game director Mike Kayatta discusses Remedy's approach to multiplayer titles, and how it balances appealing to fans and appeasing casual co-op players Image credit: Remedy Entertainment Feature by Sophie McEvoy Staff Writer Published on May 29, 2025 Much like Remedy's narrative-driven single-player games, FBC: Firebreak is a step into the unknown. Not for the player, but for the developer itself. Firebreak not only marks the first time that Remedy has developed a multiplayer game, but it's also the developer's first foray into a first-person shooter. But a project focused on session-based gameplay runs the risk of alienating fans of Remedy's lore-heavy third-person games, while potentially dissuading casual players from checking out its impressive back catalogue if the game doesn't click. Mike Kayatta, Remedy Following a hands-on preview of the game, GamesIndustry.biz spoke to Firebreak's game director, Mike Kayatta, to discuss Remedy's approach to developing its first co-op FPS title. He also explained how the studio balanced appeasing longtime Remedy fans while attracting seasoned co-op players unfamiliar with Firebreak's surreal world. Firebreak is a spin-off of 2019's Control, which follows Jesse Faden – the director of a secretive government agency known as the Federal Bureau of Control. Its headquarters, known as the Oldest House, is a shifting, paranatural building that holds all sorts of otherworldly entities contained by the organisation. Control sees the Oldest House under lockdown following the invasion of a hostile force known as the Hiss. Firebreak takes place six years after the events of Control, and the lockdown is still in place. Maintaining a balance Right off the bat, there's a hurdle of not overloading players new to Remedy with so much lore that they'll feel like they need to play Control to play Firebreak. As Kattaya explains, the studio prioritised not overwhelming those unfamiliar with its universe and appeasing fans that will be on the lookout for connections to other Remedy titles. "We set the game during a lockdown, which creates a narrative bubble for the FBC that also helps us create a bubble around the world itself," Kayatta notes. "So, if you know Control, then you might be interested in seeing what was going on in the Oldest House six years after the first game. And if you don't know Control, then you can step right into this moment and get a contained experience." Firebreak may be a spin-off, but Kayatta affirms it is firmly set within Remedy's connected universe– which links the Control and Alan Wake franchises together. "Of course, we are set firmly within the RCU timeline and canon, so there are connections," he explains. "But we're very focused on protecting Control players who might not want to switch genres to get the 'whole story', and protecting co-op players who might not want to fire up an old game to get the full experience out of Firebreak." By maintaining this balance, Remedy has made a game that potentially encourages fans to step out of their comfort zone while also enticing less familiar players to dive into Remedy's back catalogue if the world intrigues them. Internally, Remedy also faced the task of producing a game in a genre it's not developed for before. Still, it has over two decades of experience in developing narrative-driven, immersive single-player titles, which offered the studio some advantages. "Even though games like Alan Wake and Control aren't all that similar to Firebreak in terms of genre and gameplay, they do all share a focus on immersive worlds and impactful narrative space," Kayatta says. "That sort of thing comes through lighting, audio, world design, and more somewhat direct crossovers. "When we look at what's different, it's the perspective, the social nature of the game, and driving gameplay through systems. It's a combination of previous work experience outside of Remedy, personal experience as gamers or solo projects, and transference of other practical design skills into a new vision." Kayatta continues: "We do have a lot to learn and definitely face the task and players with a lot of humility, but there wasn't really a point where we felt like we didn't know how to go about something fun." Overcoming development obstacles Remedy also had to contend with approaching the game from a different perspective during the development process. Kayatta says the making of Firebreak differed in "so many ways" compared to Alan Wake 2 or Control, but that overall, every Remedy game release "is a miracle and Firebreak is no exception." "Even things as simple as playing the game suddenly takes three times the number of people," he emphasises. "Lots of typical production processes remain the same, but the rest has been a lot of adaptation and learning on the fly." This included playtests. Remedy has conducted a lot during Firebreak's development, even as recently as a couple weeks ago to test various game mechanics and matchmaking. The game is constantly changing – I'll have a totally different experience playing with friends post-release than I did during my playtest, and the devs were busy polishing things then, too. "Sometimes making games feels like nothing but overcoming obstacles," Kayatta laughs. "Honestly, it's beenevery single day. Sometimes it's about absorbing the pain, learning lessons, and pushing through to the next milestone. Other times, it's about seeking help from experts across the studio. Every single game released is a miracle and Firebreak is no exception. "Then, creatively, a lot has been shifting the mindset of what's the most valuableto players and learning to let go of the control you have over players when making a single-player experience." Image credit: Remedy Entertainment Unlike Alan Wake 2 and Control, Remedy aren't guiding players through narrative cues. There are suggestions and hints of what needs to be done in a given situation, but players are given much more agency and control over how they approach obstacles with the arsenal they're given. As for the FPS aspect – there are plenty of guns to fire in Firebreak, but it's the 'crisis kits' that are the focal point. "Every single game released is a miracle and Firebreak is no exception" These three loadouts are tailored to a specific skill – one is electricity-focused for field control, another is impact-focused for problem solving, and one is water-focused for manipulating conditions like controlling flames and cooling down team members. Players aren't limited to what they use, either. All three players in a session can use the same kit, or they can plan who will use which kit to maximise the effects of teamwork during a session. The kits are also where Remedy's kookiness shines. Each kit has a tool related to its theme, whether that's a massive wrench or a hydro-cannon. Paranatural items known as 'Altered Augments' can be attached to these weapons, which provide bizarre – and at times chaotic – effects to give players the upper hand against enemies. For example, a paranatural teapot can be attached to the hydro cannon to super heat water globules into molten lava. Experimentation is key Giving players a varied loadout of guns and tools enabled Remedy to make Firebreak something newcomers to the FPS co-op genre could enjoy. This was achieved by providing the ability to adjust components to meet players needs and a progression system that doesn't focus on "power ramping." "Like most games, we front load a lot of the extremely impactful long-term progress, such as unlocking critical gear and abilities," Kayatta says. "And the 'mid-game'is about getting your power up and upgrading what you like to use." Kayatta also clarifies they didn't want newer players to be locked out of the experience when playing with those who are familiar with how multiplayer FPS games work. "doesn't dwell too long in the 'power ramping' phase and quickly shifts into promoting experimentation and forming playstyles," Kayatta notes. "We've also added things like the resonance system which can let players with access to strong builds actually share those abilities to anyone." Speaking of progress, Kayatta notes that Remedy made it a priority for Firebreak to "feel like a fair experience for everyone" – whether you're playing for long or short periods of time. "For this, we made sure that the longer-term progression focuses more on unlocking options rather than raw power," he explains. "That players can create their own end-game challenges by adjusting threat, clearance, and corruptionto meet their capabilities." Threat, clearance, and corruption control the difficulty of a job, with rewards scaling up accordingly based on the level of challenge. These aspects also enhance replayability – particularly corruption, which enables 'corrupted items' that modify the environment and enemy behaviours. Remedy's approach to microtransactions There's also a perk system that provides unique gameplay effects, which are achieved by levelling up or using in-game currency known as 'lost assets'. Players can also use in-game currency to purchase 'requisitions' – cosmetic items including armor sets, sprays, and weapon skins that have no effect on gameplay. Some requisitions are 'classified' meaning that players will need to spend real-money to unlock them. "We tried to think of ourselves as gamers and what we would want out of a game" When asked why Remedy went down the route of locking only cosmetics behind a paywall as opposed to a pay-to-win system like some other multiplayer titles, Kayatta says the team thought of what they would want out of Firebreak as players. "is not a direct response to any particular mechanic or game, but it is different from many that you see in the multiplayer space," Kayatta explains. "Mostly, we tried to think of ourselves as gamers and what we would want out of a game. "Maybe it's a bit of a nostalgia, old man, 'kids-these-days' sort of thing to say, but dang. I miss games like Left 4 Dead 2 where you could just buy the game and play it when you feel like playing it. It felt easier to get friends on board and easier to kick back and enjoy things." Kayatta continued: "I don't like the stigma that comes with multiplayers today. I don't like how guarded I feel when I hear something is going to be supported after release. Support after release should be an awesome, exciting thing. So why, so often, does it make me feel worried somehow?" The future of Firebreak With that in mind, Remedy has implemented a solid roadmap to support Firebreak post-release. It launches with five jobs, with two additional jobs planned for this year and more to come in 2026. "It's always hard to predict the future, especially before we've released the game and gotten the chance to hear from players," says Kayatta. "We know we are going to support the game, we know we want to make it bigger this year, at least. "And going into next year, we want to know what's going to add value for players and do that. Is it more jobs? Could be, in which case that will be the plan. Is it something else? Let's see and then try to do that if it makes sense." "We're a small team with limited resources. We're trying to be super careful about where we put our attention" Remedy is steadfast on putting the players' needs first. All post-launch content will be free, and will be catered to what fans want out of the game they're spending their money and time on. "Ultimately, we're a small team with limited resources," he adds. "We're trying to be super careful about where we put our attention." As for the future of co-op games at Remedy, Firebreak sets a precedent for potential games set around its other franchises. So has the experience of developing Firebreak inspired the devs for similar games in the future? "Oh boy," Kayatta laughs. "The only future on my mind right now is getting Firebreak to players on June 17, then supporting them as best I can. As for anything else, to quote the wise Magic 8-Ball: 'Ask again later'." #remedy039s #surreal #take #coop #with
    WWW.GAMESINDUSTRY.BIZ
    Remedy's surreal take on co-op with FBC: Firebreak
    Remedy's surreal take on co-op with FBC: Firebreak Game director Mike Kayatta discusses Remedy's approach to multiplayer titles, and how it balances appealing to fans and appeasing casual co-op players Image credit: Remedy Entertainment Feature by Sophie McEvoy Staff Writer Published on May 29, 2025 Much like Remedy's narrative-driven single-player games, FBC: Firebreak is a step into the unknown. Not for the player, but for the developer itself. Firebreak not only marks the first time that Remedy has developed a multiplayer game, but it's also the developer's first foray into a first-person shooter. But a project focused on session-based gameplay runs the risk of alienating fans of Remedy's lore-heavy third-person games, while potentially dissuading casual players from checking out its impressive back catalogue if the game doesn't click. Mike Kayatta, Remedy Following a hands-on preview of the game, GamesIndustry.biz spoke to Firebreak's game director, Mike Kayatta, to discuss Remedy's approach to developing its first co-op FPS title. He also explained how the studio balanced appeasing longtime Remedy fans while attracting seasoned co-op players unfamiliar with Firebreak's surreal world. Firebreak is a spin-off of 2019's Control, which follows Jesse Faden – the director of a secretive government agency known as the Federal Bureau of Control (FBC). Its headquarters, known as the Oldest House, is a shifting, paranatural building that holds all sorts of otherworldly entities contained by the organisation. Control sees the Oldest House under lockdown following the invasion of a hostile force known as the Hiss. Firebreak takes place six years after the events of Control, and the lockdown is still in place. Maintaining a balance Right off the bat, there's a hurdle of not overloading players new to Remedy with so much lore that they'll feel like they need to play Control to play Firebreak. As Kattaya explains, the studio prioritised not overwhelming those unfamiliar with its universe and appeasing fans that will be on the lookout for connections to other Remedy titles. "We set the game during a lockdown, which creates a narrative bubble for the FBC that also helps us create a bubble around the world itself," Kayatta notes. "So, if you know Control, then you might be interested in seeing what was going on in the Oldest House six years after the first game. And if you don't know Control, then you can step right into this moment and get a contained experience." Firebreak may be a spin-off, but Kayatta affirms it is firmly set within Remedy's connected universe (RCU) – which links the Control and Alan Wake franchises together. "Of course, we are set firmly within the RCU timeline and canon, so there are connections," he explains. "But we're very focused on protecting Control players who might not want to switch genres to get the 'whole story', and protecting co-op players who might not want to fire up an old game to get the full experience out of Firebreak." By maintaining this balance, Remedy has made a game that potentially encourages fans to step out of their comfort zone while also enticing less familiar players to dive into Remedy's back catalogue if the world intrigues them. Internally, Remedy also faced the task of producing a game in a genre it's not developed for before. Still, it has over two decades of experience in developing narrative-driven, immersive single-player titles, which offered the studio some advantages. "Even though games like Alan Wake and Control aren't all that similar to Firebreak in terms of genre and gameplay, they do all share a focus on immersive worlds and impactful narrative space," Kayatta says. "That sort of thing comes through lighting, audio, world design, and more somewhat direct crossovers. "When we look at what's different [about Firebreak], it's the perspective, the social nature of the game, and driving gameplay through systems. It's a combination of previous work experience outside of Remedy, personal experience as gamers or solo projects, and transference of other practical design skills into a new vision." Kayatta continues: "We do have a lot to learn and definitely face the task and players with a lot of humility, but there wasn't really a point where we felt like we didn't know how to go about something fun." Overcoming development obstacles Remedy also had to contend with approaching the game from a different perspective during the development process. Kayatta says the making of Firebreak differed in "so many ways" compared to Alan Wake 2 or Control, but that overall, every Remedy game release "is a miracle and Firebreak is no exception." "Even things as simple as playing the game suddenly takes three times the number of people," he emphasises. "Lots of typical production processes remain the same, but the rest has been a lot of adaptation and learning on the fly." This included playtests. Remedy has conducted a lot during Firebreak's development, even as recently as a couple weeks ago to test various game mechanics and matchmaking. The game is constantly changing – I'll have a totally different experience playing with friends post-release than I did during my playtest, and the devs were busy polishing things then, too. "Sometimes making games feels like nothing but overcoming obstacles," Kayatta laughs. "Honestly, it's been [like that] every single day. Sometimes it's about absorbing the pain, learning lessons, and pushing through to the next milestone. Other times, it's about seeking help from experts across the studio. Every single game released is a miracle and Firebreak is no exception. "Then, creatively, a lot has been shifting the mindset of what's the most valuable [aspects] to players and learning to let go of the control you have over players when making a single-player experience." Image credit: Remedy Entertainment Unlike Alan Wake 2 and Control, Remedy aren't guiding players through narrative cues. There are suggestions and hints of what needs to be done in a given situation, but players are given much more agency and control over how they approach obstacles with the arsenal they're given. As for the FPS aspect – there are plenty of guns to fire in Firebreak, but it's the 'crisis kits' that are the focal point. "Every single game released is a miracle and Firebreak is no exception" These three loadouts are tailored to a specific skill – one is electricity-focused for field control, another is impact-focused for problem solving, and one is water-focused for manipulating conditions like controlling flames and cooling down team members. Players aren't limited to what they use, either. All three players in a session can use the same kit, or they can plan who will use which kit to maximise the effects of teamwork during a session. The kits are also where Remedy's kookiness shines. Each kit has a tool related to its theme, whether that's a massive wrench or a hydro-cannon. Paranatural items known as 'Altered Augments' can be attached to these weapons, which provide bizarre – and at times chaotic – effects to give players the upper hand against enemies. For example, a paranatural teapot can be attached to the hydro cannon to super heat water globules into molten lava. Experimentation is key Giving players a varied loadout of guns and tools enabled Remedy to make Firebreak something newcomers to the FPS co-op genre could enjoy. This was achieved by providing the ability to adjust components to meet players needs and a progression system that doesn't focus on "power ramping." "Like most games, we front load a lot of the extremely impactful long-term progress, such as unlocking critical gear and abilities," Kayatta says. "And the 'mid-game' (if you want to call it that) is about getting your power up and upgrading what you like to use." Kayatta also clarifies they didn't want newer players to be locked out of the experience when playing with those who are familiar with how multiplayer FPS games work. "[Firebreak] doesn't dwell too long in the 'power ramping' phase and quickly shifts into promoting experimentation and forming playstyles," Kayatta notes. "We've also added things like the resonance system which can let players with access to strong builds actually share those abilities to anyone (so long as they stay close)." Speaking of progress, Kayatta notes that Remedy made it a priority for Firebreak to "feel like a fair experience for everyone" – whether you're playing for long or short periods of time. "For this, we made sure that the longer-term progression focuses more on unlocking options rather than raw power," he explains. "That players can create their own end-game challenges by adjusting threat, clearance, and corruption [levels] to meet their capabilities." Threat, clearance, and corruption control the difficulty of a job, with rewards scaling up accordingly based on the level of challenge. These aspects also enhance replayability – particularly corruption, which enables 'corrupted items' that modify the environment and enemy behaviours. Remedy's approach to microtransactions There's also a perk system that provides unique gameplay effects, which are achieved by levelling up or using in-game currency known as 'lost assets'. Players can also use in-game currency to purchase 'requisitions' – cosmetic items including armor sets, sprays, and weapon skins that have no effect on gameplay. Some requisitions are 'classified' meaning that players will need to spend real-money to unlock them. "We tried to think of ourselves as gamers and what we would want out of a game" When asked why Remedy went down the route of locking only cosmetics behind a paywall as opposed to a pay-to-win system like some other multiplayer titles, Kayatta says the team thought of what they would want out of Firebreak as players. "[This approach] is not a direct response to any particular mechanic or game, but it is different from many that you see in the multiplayer space," Kayatta explains. "Mostly, we tried to think of ourselves as gamers and what we would want out of a game. "Maybe it's a bit of a nostalgia, old man, 'kids-these-days' sort of thing to say, but dang. I miss games like Left 4 Dead 2 where you could just buy the game and play it when you feel like playing it. It felt easier to get friends on board and easier to kick back and enjoy things." Kayatta continued: "I don't like the stigma that comes with multiplayers today. I don't like how guarded I feel when I hear something is going to be supported after release. Support after release should be an awesome, exciting thing. So why, so often, does it make me feel worried somehow?" The future of Firebreak With that in mind, Remedy has implemented a solid roadmap to support Firebreak post-release. It launches with five jobs, with two additional jobs planned for this year and more to come in 2026. "It's always hard to predict the future, especially before we've released the game and gotten the chance to hear from players," says Kayatta. "We know we are going to support the game, we know we want to make it bigger this year, at least. "And going into next year, we want to know what's going to add value for players and do that. Is it more jobs? Could be, in which case that will be the plan. Is it something else? Let's see and then try to do that if it makes sense." "We're a small team with limited resources. We're trying to be super careful about where we put our attention" Remedy is steadfast on putting the players' needs first. All post-launch content will be free, and will be catered to what fans want out of the game they're spending their money and time on. "Ultimately, we're a small team with limited resources," he adds. "We're trying to be super careful about where we put our attention." As for the future of co-op games at Remedy, Firebreak sets a precedent for potential games set around its other franchises. So has the experience of developing Firebreak inspired the devs for similar games in the future? "Oh boy," Kayatta laughs. "The only future on my mind right now is getting Firebreak to players on June 17, then supporting them as best I can. As for anything else, to quote the wise Magic 8-Ball: 'Ask again later'."
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  • Six One Indie launches publishing label

    Six One Indie launches publishing label
    "evolved into an ecosystem that can now offer a unique opportunity to get indies in front of players through fresh, unconventional means," says creative director

    Image credit: Six One Publishing

    News

    by Sophie McEvoy
    Staff Writer

    Published on May 23, 2025

    The team behind the Six One Indie Showcase and The Indie Game Awards has launched its own publishing label.
    Six One Indie Publishing describes itself as an "integrated, indie-first platform" for developers.
    It will offer support in launch strategy, media relations, and showcase integration as well as development support in areas including QA testing and localisation.
    "The number of games hitting the market grows by the day, but unfortunately, the people to cover and amplify them seem to dwindle just as fast," said Six One Indie creative director Mike Towndrow.
    "Six One Indie has evolved into an ecosystem that can now offer a unique opportunity to get indies in front of players through fresh, unconventional means."
    Towndrow added: "We're not building a publishing label for the old industry. We're building one for the new wave of indie – where passion, connection, and creative control comes first.
    "Indies deserve more than a checklist, they deserve a major push backed by authenticity, genuine enthusiasm, and a new approach for an unpredictable industry."
    Six One Indie was founded in 2018, with its first showcase debuting in 2022.
    #six #one #indie #launches #publishing
    Six One Indie launches publishing label
    Six One Indie launches publishing label "evolved into an ecosystem that can now offer a unique opportunity to get indies in front of players through fresh, unconventional means," says creative director Image credit: Six One Publishing News by Sophie McEvoy Staff Writer Published on May 23, 2025 The team behind the Six One Indie Showcase and The Indie Game Awards has launched its own publishing label. Six One Indie Publishing describes itself as an "integrated, indie-first platform" for developers. It will offer support in launch strategy, media relations, and showcase integration as well as development support in areas including QA testing and localisation. "The number of games hitting the market grows by the day, but unfortunately, the people to cover and amplify them seem to dwindle just as fast," said Six One Indie creative director Mike Towndrow. "Six One Indie has evolved into an ecosystem that can now offer a unique opportunity to get indies in front of players through fresh, unconventional means." Towndrow added: "We're not building a publishing label for the old industry. We're building one for the new wave of indie – where passion, connection, and creative control comes first. "Indies deserve more than a checklist, they deserve a major push backed by authenticity, genuine enthusiasm, and a new approach for an unpredictable industry." Six One Indie was founded in 2018, with its first showcase debuting in 2022. #six #one #indie #launches #publishing
    WWW.GAMESINDUSTRY.BIZ
    Six One Indie launches publishing label
    Six One Indie launches publishing label "[We have] evolved into an ecosystem that can now offer a unique opportunity to get indies in front of players through fresh, unconventional means," says creative director Image credit: Six One Publishing News by Sophie McEvoy Staff Writer Published on May 23, 2025 The team behind the Six One Indie Showcase and The Indie Game Awards has launched its own publishing label. Six One Indie Publishing describes itself as an "integrated, indie-first platform" for developers. It will offer support in launch strategy, media relations, and showcase integration as well as development support in areas including QA testing and localisation. "The number of games hitting the market grows by the day, but unfortunately, the people to cover and amplify them seem to dwindle just as fast," said Six One Indie creative director Mike Towndrow. "Six One Indie has evolved into an ecosystem that can now offer a unique opportunity to get indies in front of players through fresh, unconventional means." Towndrow added: "We're not building a publishing label for the old industry. We're building one for the new wave of indie – where passion, connection, and creative control comes first. "Indies deserve more than a checklist, they deserve a major push backed by authenticity, genuine enthusiasm, and a new approach for an unpredictable industry." Six One Indie was founded in 2018, with its first showcase debuting in 2022.
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  • FromSoftware and A24 to produce Elden Ring adaptation

    FromSoftware and A24 to produce Elden Ring adaptation
    Ex Machina writer and director Alex Garland to helm the film, George R. R. Martin on board as producer

    Image credit: FromSoftware

    News

    by Sophie McEvoy
    Staff Writer

    Published on May 23, 2025

    FromSoftware has partnered with A24 to produce a film adaptation of Elden Ring.
    Ex Machina and Annihilation director Alex Garland has been signed on to direct. He's also known for writing 28 Days Later and Sunshine, in addition to the upcoming 28 Years Later and its sequel The Bone Temple.
    Author George R. R. Martin, who provided worldbuilding for Elden Ring, is on board to produce. Peter Rice and Vince Gerardis are also producing, alongside Andrew Macdonald and Allon Reich from DNA Films.
    Last year, Martin teased a potential adaptation or TV series of the game.
    "Oh, and about those rumours you may have heard about a feature film or a television series based on Elden Ring… I have nothing to say," he wrote in a blog post.
    "Not a word, nope, not a thing, I know nothing, you never heard a peep from me, mum mum mum. What rumour?"
    FromSoftware's president Hidetaka Miyazaki also spoke about the potential adaptation during an interview with The Guardian.
    "I don't see any reason to deny another interpretation or adaptation of Elden Ring, a movie for example," said Miyazaki. "But I don't think myself, or FromSoftware, have the knowledge or ability to produce something in a different medium. So that's where a very strong partner would come into play.
    "We'd have to build a lot of trust and agreement on whatever it is we're trying to achieve, but there's interest, for sure."
    Elden Ring isn't the only game adaptation in the works at A24, as it's also co-producing a Death Stranding movie with Kojima Productions. A Quiet Place: Day One's Michael Sarnoski is reportedly signed on to direct.
    #fromsoftware #a24 #produce #elden #ring
    FromSoftware and A24 to produce Elden Ring adaptation
    FromSoftware and A24 to produce Elden Ring adaptation Ex Machina writer and director Alex Garland to helm the film, George R. R. Martin on board as producer Image credit: FromSoftware News by Sophie McEvoy Staff Writer Published on May 23, 2025 FromSoftware has partnered with A24 to produce a film adaptation of Elden Ring. Ex Machina and Annihilation director Alex Garland has been signed on to direct. He's also known for writing 28 Days Later and Sunshine, in addition to the upcoming 28 Years Later and its sequel The Bone Temple. Author George R. R. Martin, who provided worldbuilding for Elden Ring, is on board to produce. Peter Rice and Vince Gerardis are also producing, alongside Andrew Macdonald and Allon Reich from DNA Films. Last year, Martin teased a potential adaptation or TV series of the game. "Oh, and about those rumours you may have heard about a feature film or a television series based on Elden Ring… I have nothing to say," he wrote in a blog post. "Not a word, nope, not a thing, I know nothing, you never heard a peep from me, mum mum mum. What rumour?" FromSoftware's president Hidetaka Miyazaki also spoke about the potential adaptation during an interview with The Guardian. "I don't see any reason to deny another interpretation or adaptation of Elden Ring, a movie for example," said Miyazaki. "But I don't think myself, or FromSoftware, have the knowledge or ability to produce something in a different medium. So that's where a very strong partner would come into play. "We'd have to build a lot of trust and agreement on whatever it is we're trying to achieve, but there's interest, for sure." Elden Ring isn't the only game adaptation in the works at A24, as it's also co-producing a Death Stranding movie with Kojima Productions. A Quiet Place: Day One's Michael Sarnoski is reportedly signed on to direct. #fromsoftware #a24 #produce #elden #ring
    WWW.GAMESINDUSTRY.BIZ
    FromSoftware and A24 to produce Elden Ring adaptation
    FromSoftware and A24 to produce Elden Ring adaptation Ex Machina writer and director Alex Garland to helm the film, George R. R. Martin on board as producer Image credit: FromSoftware News by Sophie McEvoy Staff Writer Published on May 23, 2025 FromSoftware has partnered with A24 to produce a film adaptation of Elden Ring. Ex Machina and Annihilation director Alex Garland has been signed on to direct. He's also known for writing 28 Days Later and Sunshine, in addition to the upcoming 28 Years Later and its sequel The Bone Temple. Author George R. R. Martin, who provided worldbuilding for Elden Ring, is on board to produce. Peter Rice and Vince Gerardis are also producing, alongside Andrew Macdonald and Allon Reich from DNA Films. Last year, Martin teased a potential adaptation or TV series of the game. "Oh, and about those rumours you may have heard about a feature film or a television series based on Elden Ring… I have nothing to say," he wrote in a blog post. "Not a word, nope, not a thing, I know nothing, you never heard a peep from me, mum mum mum. What rumour?" FromSoftware's president Hidetaka Miyazaki also spoke about the potential adaptation during an interview with The Guardian. "I don't see any reason to deny another interpretation or adaptation of Elden Ring, a movie for example," said Miyazaki. "But I don't think myself, or FromSoftware, have the knowledge or ability to produce something in a different medium. So that's where a very strong partner would come into play. "We'd have to build a lot of trust and agreement on whatever it is we're trying to achieve, but there's interest, for sure." Elden Ring isn't the only game adaptation in the works at A24, as it's also co-producing a Death Stranding movie with Kojima Productions. A Quiet Place: Day One's Michael Sarnoski is reportedly signed on to direct.
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