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Black Panther game reportedly canned as EA closes Cliffhanger Games, resulting in an unspecified amount of layoffs and role switches
Game Reviews

Black Panther game reportedly canned as EA closes Cliffhanger Games, resulting in an unspecified amount of layoffs and role switches

by admin May 29, 2025


EA’s decided to go back to the cutting well. Its execs have decided to cancel a Black Panther game that was in the works at Cliffhanger Games, and close the studio for good measure. An unspecified number of people will lose their jons or have to transition to other roles within EA as a result.

This is according to a report from IGN, which cites an email from EA Entertainment president Laura Miele about these latest cuts as having said that they’re part of the publisher’s ongoing efforts to “sharpen our focus” and go hard on “the most significant growth opportunities”. Yep, it’s 2025, and a liscenced Marvel tie-in revolving around a popular movie franchise apparently isn’t a good opportunity to make money.


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EA hasn’t confirmed the number of staff affected by Cliffhanger’s closure and some layoffs to its mobile and central teams it’s enacting at the same time, with IGN understanding that less people will be hit than the roughly 300 impacted by the layoffs the publisher enacted just last month.

That last round, in case you’ve lost track of EA’s wanton self-destruction by this point, involved staff at respawn and came with the news that an in-development Titanfall game had been consigned to the scrapheap.

“These decisions are hard,” Miele wrote in the email, “They affect people we’ve worked with, learned from, and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.”

We’d not seen anything of this Black Panther game from Cliffhanger following its announcement back in 2023. That announcement revealed that it’d be a third-person, single-player thing featuring “an expansive and reactive world that empowers players to experience what it is like to take on the mantle of Wakanda’s protector, the Black Panther”. In 2024, a job listing hinted that world could be an open one.

So, it’s impossible to say if it’d have been a good, bad, or just decent game had it gone the distance. But, like, what are we doing here if even games like this don’t get the chance to make it to an end result? Miele said that EA plans to continue to put cash into Motive’s Iron Man game and the next Star Wars: Jedi game from Respawn.

Aside from that though, the publisher’s continued move away from liscenced titles looks to be seeing it pretty much circle the wagons around Battlefield, The Sims, Skate, Apex Legends, and the Mass Effect game what’s left of BioWare is now working on.

After all, why bother giving yourself lots of chances to make money, when you can put all of your eggs into an increasingly dwindling basket and desperately pray that nothing ever goes wrong with any of them?



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May 29, 2025 0 comments
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Movement abilities will always be the best abilities in games
Game Updates

Movement abilities will always be the best abilities in games

by admin May 29, 2025


A lot of games revolve around combat, but it’s not combat abilities that are the most consistently enjoyable abilities in them. Movement abilities are. It’s a theory that’s become a preoccupation of mine of late, and in every game, I low-key look for evidence to support it. And I think I’ve found some.

Split-Fiction is my latest case study and this platter of co-operative gameplay abounds with movement ideas. By turns it bestows upon you wing suits that hurtle you through the air, jet packs that boost you into the air, jet skis that skim above and duck below the water, and space suits you can nosedive with out of the back of sci-fi drop ships.

Each level imagines a new way for you to move; each level showcases a new way to move. Now, you’re a giant monkey that can climb along vines, or a strange otter that can slip through water at speed; now, you’re a fairy that can piggyback wind currents like jet streams. This game is as obsessed with movement as I seem to be. But that’s all very well for what is essentially a platform game, where movement has always been key. What about games where movement isn’t the primary purpose?

Split Fiction is stacked with cool movement idea variations, including wing suits, jet skis, jet packs, and many more.Watch on YouTube

Let’s take Clair Obscur: Expedition 33 as a recent example. This is a turn-based role-playing game about pitched battles with fantastical enemies. Nevertheless, you aren’t in the world for more than five minutes before the game prompts you to cross a Parisian-inspired rooftop with a grappling hook. Why? It never really says, but here you go, do it. The only reason I can think of is that it’s fun. It’s a logic that seems to spread right through the game.

Or what about an action role-playing game like Diablo 3 or 4, where it doesn’t so much matter how fast you move as how hard you hit, and yet, high-level players do all they can to tear around like pinballs. I’d even go as far as to say movement speed is the most valuable statistic in either game. And while we’re on the topic: what is the function of an ability like Leap in the game, which jumps a Barbarian a short distance, when all computer-controlled enemies come to you? It is to give you a dose of movement exhilaration. See also: Charge in World of Warcraft (I know there are some PvP considerations here).

Split Fiction heroes Mio and Zoe plummet like skydivers without parachutes into a sci-fi scene. So many scenes in the game start directly with movement-based action, actually. | Image credit: Hazelight.

Doom: The Dark Ages is another good example. This iteration of the resurrected first-person shooter series is a slower and more grounded take. The game’s motto is literally “stand and fight” and yet, immediately, the game’s stand-out ability is a shield-charge that shoots you like a living missile across levels to annihilate whatever is in your path. Movement. See also the enticing movement capabilities of Overwatch heroes such as Tracer and Genji and Pharah – characters that can get around in ways others cannot.

Try this. Look at the basics of Split-Fiction’s movement and see how many of these things you recognise from other games: a double-jump, a dash, a wall run, a grappling hook. Have you seen any of those before? I put it to you that whenever there’s a game in which you directly control a character, meaning it has some semblance of real-time action in it, movement is key. (Wait, I’m going to immediately break my hypothesis by suggesting Fly in Baldur’s Gate 3.)

Which is the best ability in Doom: The Dark Ages? The shield charge, hands down.Watch on YouTube

But why – what is it about movement abilities that are so alluring? I believe it’s something to do with breaking the rules. That’s a large part of what we come to games for, after all – to push past the boundaries that limit us in real-life. It might surprise you to learn that I can’t double-jump for real, and that my actual dash isn’t so much a dash as a trip and fall. But it’s not only about bending or breaking the rules of our reality: it’s about bending and breaking the rules of created realities too.

We see this pattern a lot in games: they establish the rules of movement and then start offering you abilities you can break or bend them with. Oh I’ve just described the entire Metroidvania genre. Games get us used to base-level traversal capabilities so we’ll better appreciate the ways we can improve on them later on. Cue the speed buffs. Cue the leaps. Cue the glides. They matter because we know how much time or effort we’re saving by using them. And possibly because we just looked awesome in front of newer players playing the game, if in a shared world.

I like this realisation. It feels nice to me knowing there’s what I believe to be a deeper truth in games than simply enjoying killing things. It’s the exhilaration of super-powers I know I really like – being a blur of movement the eye can barely keep up with. That, to me, is skill. So I will continue testing my theory and I will continue choosing every movement-based ability in games that I can. They are, after all, the best abilities in games.



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May 29, 2025 0 comments
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Razer's QA Companion
Product Reviews

Razer releases AI plugin for game engines to assist with logging bugs and Quality Assurance testing in games

by admin May 29, 2025



Quality Assurance in games is one of the most underrated parts of game development. These departments usually employ people to go over games with a fine toothed comb making sure everything works correctly. But, due to the ever more complex nature of gaming, this can often be incredibly tedious work, even if you genuinely love the game. This could be an area of game development where AI might actually be helpful, without infringing on creativity. Well Razer certainly thinks so, releasing it’s new AI powered gamdev tool with QA Companion.

The tool sounds super handy, acting as an automatic bug finder and logger. Especially given bug hunting has been one of the smarter uses for AI so far. Razer’s new tool claims to free playtesters up to play the games, rather than having to stop and log every detail themselves. It also boasts the ability to fit into already existing workflows devs likely have, as it’s available as a plugin for Unreal, Unity, and custom engines using C++. It even has custom settings for different genres and styles of games, and all of this can of course be customised to fit whatever the devs are actually working on.

Razer’s QA companion isn’t completely unique, as other companies are also coming up with similar sounding AI testing companions for logging bugs. One example is TestBot from Mighty Build and Test, though this one focusses more on having a bot play your game. Both could be really handy tools to augment the QA process, but it’s important to remember that’s all these are, tools.


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For good quality assurance, you need quality testers. The human element is still incredibly important because there’s information that can be vital that may not be included in these logs. There are also natural human inclinations that are more likely to be acted on and thus more valuable in testing.

I don’t believe any of these tools should be about removing people from testing games, because all you’re going to end up with is games that can be played by robots. While there are plenty of bots to worry about in gaming, I don’t think they’re supposed to be the target audience.

To understand being a QA tester in games, here’s a little thought exercise. Imagine you’re playing your favourite game and you walk through a door. Ok, now go back and do it again but this time do it on an odd second instead of an even one. Ok, again but this time you have a different item equipped. Again, but approach it from a different angle. Good, now keep doing this for eight hours a day. If you’re starting to picture Dr Strange confronting Dormammu then you’re starting to get the idea.

It’s something I didn’t fully appreciate before I spoke to Megan Summers, an Aussie gamedev with a background in QA, several years ago over on Byteside.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

“So you know, you’ve got your ground foyer in, you’ve decided where you’re going to put the electricity wires, you’ve decided where the plumbing is going to go in. That’s all the design and technical people.” Explained Summers, adding “And then QA opens every door 10 times to make sure that the door hinges work, but they’re also checking that the paintings are straight and they’ve also got to go and sit on every toilet and flush it 50 times to make sure.”

This is what it can take to help make sure your game doesn’t have any weird bugs that might drastically affect the player. And also why it’s not uncommon for so many bugs to go unfound. Unfortunately, there are only so many hours in a day and not all developers have the budget to pour it into GameDev. Having a tool that takes some of the logging work away means you can put more time into finding new ways to open that door, as opposed to writing out the bug details.

Razer’s AI QA Companion is currently in beta and will become available on the AWS Marketplace soon. For now you can get a look at it and even sign up to join in on the beta here.



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May 29, 2025 0 comments
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Roll7's skating games OlliOlli World and Rollerdrome return to Steam
Game Reviews

Roll7’s skating games OlliOlli World and Rollerdrome return to Steam

by admin May 29, 2025


Roll7’s acclaimed skating games OlliOlli World and Rollerdrome have made a return to Steam.

OlliOlli World and Rollerdrome disappeared from Valve’s platform back in February of this year. Their removal followed Take Two’s decision to close developer Roll7 as well as the games’ publishing label Private Division last November.

“As part of this transaction, the buyer purchased our rights to substantially all of Private Division’s live and unreleased titles,” Take Two said at the time.

Let’s Play Rollerdrome PS5 Gameplay- HATERS GONNA SKATE! Watch on YouTube

When Roll7’s games then vanished from Steam, 2K told Eurogamer it had taken on the role of OlliOlli World and Rollerdrome’s publisher, assuring us that both games would eventually return to the platform at an unspecified date.

And, return they now have. Here’s OlliOlli World’s Steam page, and here’s Rollerdrome’s Steam page, if you fancy checking them out for yourself.

Eurogamer has reached out to 2K again regarding Olli Olli World and Rollerdrome’s Steam return, to see if we can find out more about what went on behind the scenes. We will keep you posted if we hear more.

As for the games themselves, well if you haven’t played them yet I would highly recommend them both. Don’t just take my word for it, though. Christian Donlan called OlliOlli World a “thrilling leap forward for a magical skating series” in Eurogamer’s review.

We were similarly smitten with Rollerdrome. “Roll7 blends genres with total mastery in Rollerdrome, one of the most breathlessly stylish and casually, outrageously cool games you’ll ever play,” wrote our Chris in Eurogamer’s Rollerdrome review.



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May 29, 2025 0 comments
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EA cancels Black Panther and shuts down Cliffhanger Games
Esports

EA cancels Black Panther and shuts down Cliffhanger Games

by admin May 29, 2025


EA has canceled its Black Panther game and shuttered Cliffhanger Games.

Cliffhanger was only announced in July 2023 after it revealed its first project would be a game based upon Marvel’s Black Panther franchise.

As reported by IGN, EA Entertainment president Laura Miele wrote to staff earlier today, stating the closure comes as EA “sharpens our focus and put[s] our creative energy behind the most significant growth opportunities.”

EA declined to comment on the closure, or confirm how many jobs have been affected, although IGN believes that as well as closing Cliffhanger and canceling Black Panther, staff on its central and mobile teams have also been impacted by redundancies.

“These decisions are hard,” Miele told staff. “They affect people we’ve worked with, learned from, and shared real moments with. We’re doing everything we can to support them – including finding opportunities within EA, where we’ve had success helping people land in new roles.”

According to IGN, Miele’s correspondence intimates EA is now focusing on a handful of its owned IP, chiefly Apex Legends, Battlefield, Skate, and The Sims, although Miele reportedly assured staff the company was still committed to BioWare’s upcoming Mass Effect game, Motive’s Iron Man title, and its upcoming Star Wars: Jedi project, in addition to its mobile portfolio.

Less than a month ago, EA cut 300 jobs. The redundancies chiefly impacted developers at Apex Legend developer Respawn and EA’s Experiences team.



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May 29, 2025 0 comments
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Two of the best skating games are back on Steam after being mysteriously pulled from sale months ago
Game Updates

Two of the best skating games are back on Steam after being mysteriously pulled from sale months ago

by admin May 29, 2025


Two very good skating games are back up for sale on Steam after disappearing for four months. Bright ‘n’ cheery skateboarding game OlliOlli World and dystopian rollerskate shooter Rollerdrome both vanished in a cloud of toxic corporate smoke in February this year, some time after the closure of the games’ developers Roll7. But it looks like the poisonous fumes have finally cleared, and the games are once again available.

It’s not clear why the games have been absent. But it is very likely the result of legal and business hullabaloo caused by parent company Take-Two Interactive last year. Come with me now on a dollar-burning trip through the wastes of global financial malignancy, as I tell a tale as old and stupid as time.

The original developers of the games, Roll7, were owned by publishers Private Division, who were in turn owned by merciless corpocolossus Take-Two Interactive. In May last year Private Division were sold off by their business daddy to a private equity firm, and the studio who actually made good games, Roll7, were unceremoniously shut down as a result. The CEO of Take-Two tried to deny this, but the effect on workers at both Roll7 and other Private Division studios (like the Kerbal Space Program 2 developers) was clear. They were all laid off.

It’s a disappointing, if familiar, tale. But the delisting of the games months after the sale and their reappearance this week is a weird afterword. On the Steam page for both games, 2K (Take-Two’s publishing moniker) are now listed as publisher. At the time of the sale, Take-Two said they were including all of Private Divisions “live and unreleased” games. But they now claim otherwise. 2K has “confirmed that neither Rollerdrome nor OlliOlli World were included in the Private Division sale, and that it is now the publisher of both games,” according to PC Gamer. Weird.

Whatever the dumbass legal reason that caused the games to disappear, it appears to be solved. Now you enter the realm of minor ethical dilemma: buy the games because they are excellent, or ignore them completely because the company who stands to profit fired everyone who worked on said bangers? Of course, other skulduggery is possible, as noted by at least two people who worked on the game. Do whatever you like, I can’t tell you what’s right. What do I know? I’m just the 21st best player of OlliOlli 2 (on PlayStation 4).



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May 29, 2025 0 comments
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EA cancels Black Panther game, closes developer Cliffhanger Games
Game Updates

EA cancels Black Panther game, closes developer Cliffhanger Games

by admin May 29, 2025


Electronic Arts has canceled its Black Panther game and closed down developer Cliffhanger Games. IGN, which first reported the news, cites an internal email in which EA Entertainment president Laura Miele notified staff about the changes made to “sharpen our focus and put our creative energy behind the most significant growth opportunities.”

“These decisions are hard,” Miele wrote, per IGN. “They affect people we’ve worked with, learned from, and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.”

The email continues, detailing that EA will now shift resources to the historically successful Battlefield, The Sims, Skate, and Apex Legends series. Miele also said that a game based on Iron Man is still in the works, as is the third entry in Respawn’s Star Wars Jedi series and BioWare’s next entry in Mass Effect.

EA previously laid off around 300 employees across both Respawn Entertainment and Electronic Art’s Fan Care teams in April 2025. Variety reported at the time that EA had effectively canceled the next Titanfall game and another unnamed game in “early-stage incubation.”

Polygon has contacted EA for comment and will update this story with any further information we receive.

Black Panther was first announced by Marvel Games, EA, and Cliffhanger Games in 2023. The game was part of a three-game deal that Marvel Games reached with EA that also includes an Iron Man game developed by Motive. EA established the Seattle-based Cliffhanger Games in 2023 to work on the Black Panther game, which coincided with the 57th anniversary of the hero. The studio, led by former Monolith executive Kevin Stephens, was staffed by developers known for working on series like Halo, God of War, and Call of Duty.

According to a Marvel press release, the Black Panther game was set to be “an original, third-person, single-player Black Panther game…that empowers players to experience what it is like to take on the mantle of Wakanda’s protector, the Black Panther.”



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May 29, 2025 0 comments
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Nintendo 64 Games Get Rewind, CRT Filter On Switch 2
Game Updates

Nintendo 64 Games Get Rewind, CRT Filter On Switch 2

by admin May 27, 2025


The Nintendo Switch 2 launches next week, and in addition to its launch line-up, which includes brand new games like Mario Kart World, the console will get access to GameCube games through Nintendo Switch Online. However, today we learned that the Switch 2 will also get new quality-of-life features for Nintendo 64 games through NSO, making it easier than ever to play them.

 

When playing N64 games on the Switch 2, players will now be able to rewind their gameplay at the press of a button, potentially succeeding on missed jumps or other reflex-intensive tasks. In the example video, a player is able to redo a jump on the ice slide in Super Mario 64. The footage shows the ability to rewind a few seconds, but the UI indicates you’ll be able to go back farther than that, though the maximum length is unclear.

The Switch 2 will also have an option for a CRT filter, recreating the retro vibe of an older TV by running lines across the screen to smooth out otherwise jagged polygons. This is a fairly common option in collections of older games, so it’s nice to see it appear here as well.

Finally, players can now also change the controls of an N64 game in the pause menu, either remapping buttons to other, more comfortable spots on the controller, or assigning functions to buttons that didn’t exist at the time, like mapping shortcuts to the ZL button or the d-pad. It also looks like you can adjust the inputs on the joysticks, potentially inverting the camera in games where it normally isn’t possible.

The news was announced through the Nintendo Today app, the company’s new go-to platform for major announcements. While Nintendo 64 games are playable on the original Nintendo Switch through NSO, only the button remapping feature will be available on the console. The CRT filter and the Rewind function are exclusive to Nintendo Switch 2. All three features will be available when the Switch 2 launches on June 5. 

For more Switch 2, check out all the Mario Kart World news from last week, including its huge number of songs, its huge number of courses, and how it was originally a Switch 1 title.



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May 27, 2025 0 comments
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N64 games get exclusive Switch 2 features to up the nostalgia
Game Updates

N64 games get exclusive Switch 2 features to up the nostalgia

by admin May 27, 2025


The launch of the Nintendo Switch 2 is just about a week away, yet Nintendo is still drip-feeding news about the Switch 2’s new features that’ll separate it from the original Switch. Via the Nintendo Today app on Tuesday, Nintendo shared that a new set of features on the Nintendo Switch Online platform will make its N64 games both more forgiving and more nostalgic.

First up is the ability to rewind gameplay and start again. This’ll be great for when you mistime a jump in a platformer or accidentally fling yourself off the track in Mario Kart 64 (my personal downfall in every Mario Kart game ever).

The Nintendo Today app also revealed CRT filters will be available to add scan-lines to the N64 games. Perfect for when you want to crank the nostalgia up to 11 and pretend its 1998 by making The Legend of Zelda: Ocarina of Time look crappier.

While those features will be exclusive to the Switch 2, the OG Switch and its successor will both receive the ability to remap controls for N64 games. The video shows remapping is available for Joy-Cons as well as the Nintendo 64 controller.



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May 27, 2025 0 comments
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The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
Esports

The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what’s next

by admin May 27, 2025


The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive.

As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone.

It’s also an emphatic validation of the strategy of Clair Obscur’s publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch.

“They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with,” enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur.

“They have a great balance in looking for innovation in games and investing in commercially viable projects,” he says. “I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing.”

Coop mode

One thing that immediately marks out Kepler as different is its structure. “Kepler is co-owned by a group of studios, but they all operate autonomously,” explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022 (before that, he was editor-in-chief of this very site).

“They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do.”

The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. “And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative,” says Handrahan.

Image credit: Sandfall Interactive

But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. “As we go forward, what we really hope is that people can spot a Kepler game,” says Handrahan.

So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with “bold art direction and innovative game design” that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today’s market. “I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, ‘Oh, there’s too many games’,” he says. “Well there’s five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh.”

What Kepler definitely isn’t doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. “If you’re making something hot on the heels of that, by the time you get to market, there’ll probably be 150 other alternatives.”

One can’t help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many.

The next expedition

Sandfall’s COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place.

“Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games”

François Meurisse, Sandfall Interactive

He was immediately on board with Broche’s passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. “A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn’t addressed as much in the market, and maybe there was a place for it,” says Meurisse.

The end result went beyond their wildest dreams. “The game has had success to an extent that we didn’t imagine,” he says. “We smashed our forecasts pretty fast.”

Naturally, thoughts are already turning to a follow-up. “There will be another video game, for sure,” says Meurisse, adding that it’s a little early to say exactly what form it will take. “I can’t wait to dig more into the ideas we already have for the next game,” he says.

“Plus the team has grown up, has acquired new skills throughout production,” he says. “Many of them were junior when we started. We learned to work together. So I can’t wait to get to the next project, because we’ll start from a more efficient position than when we started the company five years ago. And that [comes] with higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game.”

AA comeback

Image credit: Sandfall Interactive

The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it’s a harder category to define in 2025 based on a lack of publicly available budget numbers. “Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games,” remembers Meurisse.

“But from our perspective, we didn’t care too much about market considerations. […] In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution.”

Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation’ team in Korea.

“These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew”

Matt Handrahan, Kepler Interactive

So was the game mis-sold?

“I don’t think so,” says Handrahan. “I think that the creative engine of the game was that group of 30. […] In terms of what the game is – the vision of it and the way in which it’s executed – [that] does come from that nucleus of staff that is at Sandfall.”

“In terms of main credits over the four years of production, we were on average about 30 people,” clarifies Meurisse. “We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it’s important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team.”

“But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I’m super grateful we could work with all those super […] passionate partners from all over the world.”

“I think people fixated on this number,” adds Handrahan, “but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it’s still definitely not a AAA game.”

“These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising,” he continues.

“We have to remember there was a time when AAA companies were making games like Vanquish and Mirror’s Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you’ve seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there’s an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time.”

Which leads us to ask, if Clair Obscur can’t be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. “I would say that I’ve seen a lot of budget estimations that are all higher than the real budget,” muses Meurisse.

Handrahan agrees. “Everybody’s desperate to know what the budget is, and I won’t tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn’t guess the actual figure,” he says. “I’m sure Mirror’s Edge and Vanquish cost more, put it that way.”

Keeping the team small

Image credit: Sandfall Interactive

With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we’ve seen with successful franchises many times before. But Meurisse says that’s something Sandfall wants to avoid.

“For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big,” he says.

“That’s how video games were made for years,” he continues. “The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity.”

He adds that the studio might recruit a few more members, but it won’t start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. “We want to keep the organisation that made us successful,” he says.

Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. “I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development,” he says.

“I think that there’s been a lot of irresponsible practices in the industry,” he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. “Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don’t land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there’s been in the industry over the last few years.”

He worries that the temptation to scale up is too great. “I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question.”

No bloat

He also questions the need to make games bigger. “One of the things that’s great about Expedition 33 is it really respects the player’s time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn’t arbitrarily 500 hours of gameplay. It’s impactful because it’s scoped correctly. […] It doesn’t have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger.”

“Brevity should be more of a virtue in gaming,” he adds. “Something can be better by being shorter – something that’s being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, ‘Can they all be a bit shorter, please? Because we have other things to do with our lives’.”

Meurisse notes that the focus for Clair Obscur was always on quality over quantity. “From the beginning, we wanted to do an intense and short experience,” he says. “The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience, [and] what’s important to me is the level of excitement and fun I get from a game, rather than how long it is.”

He also questions the link between game length and price. “The value that players get from games does not align systematically with the length of the game,” he says. “For example, one of my favourite games of all time is Inside, which lasts about two hours, but it’s one of the most polished, and intense [experiences] – and even life changing for some people.”

What are games worth?

Notably, Clair Obscur launched at a price point of $50/$45, at a time when the standard price for big-budget games is creeping up to $80. “I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games – [and] pricing them at that $40–50 range,” says Handrahan. “And I don’t think anyone that played Expedition 33 would think they didn’t get their money’s worth out of that.”

“When we announced the pricing at $50 we did actually have a little of a backlash online,” adds Meurisse, “with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a $50 game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it, [and] we provided some context about the fact that it wasn’t a AAA.”

“In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying [decision], and it could actually end up doing more sales. So maybe players’ perception can change a bit about that kind of price [point].”

The Kepler brand

Image credit: Sandfall Interactive

Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision.

He gives the newly signed PVKK as an example. “The art direction is very high quality, it’s very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it’s not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we’re interested in necessarily.”

It’s a model that he thinks others could follow. “We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better,” he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market.

But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? “We definitely do market research,” says Handrahan – although he adds that ultimately the process is subjective.

“I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I’m really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign.”

He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. “We want to be that in games.”

*Fact check note: Valve’s core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren’t listed individually in the credits.



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