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Shinobi: Art Of Vengeance Is Getting Sega Guest DLC, Including Sonic's Eggman
Game Updates

Shinobi: Art Of Vengeance Is Getting Sega Guest DLC, Including Sonic’s Eggman

by admin August 19, 2025



Shinobi: Art of Vengeance is due out later this month, and now Sega has announced a fun if surprising bit of DLC that’s coming “early 2026.” Dubbed the Sega Villains Stage, details are still pretty light on the DLC, but Sonic the Hedgehog’s Dr. Eggman is set to appear as a boss fight. Alongside that, protagonist Joe Musashi will have two other guest villains to take on, though they are yet to be revealed. If you’re picking up the digital deluxe edition of Shinobi: Art of Vengeance, you’ll automatically unlock it whenever the DLC does arrive next year.

Sega also announced that Young Dirty Bastard (YDB), i.e. the son of the late Ol’ Dirty Bastard from Wu-Tang Clan, is releasing a song called The Path Has Just Begun inspired by the Shinobi series. It’ll be released on streaming services this week, August 21, and you can expect a new trailer for the game on the same day.

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Now Playing: Shinobi: Art of Vengeance – Announcement Trailer

Shinobi: Art of Vengeance was teased back at The Game Awards in 2023 before getting a proper reveal earlier this year, bringing the series back to its roots with 2D action-platforming. It’s also the first new game in the series since 2011’s Shinobi 3D, a 3DS title that received average reviews at the time. This new Shinobi game comes as part of a broader move by Sega to bring back some of its legacy titles that haven’t received a new entry in many years, like Jet Set Radio and Crazy Taxi. A movie adaptation of the Shinobi series is also in the works.

You’ll be able to pick up Shinobi: Art of Vengeance on PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC when it launches on August 29.



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August 19, 2025 0 comments
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Eight games, including an overlooked Metroidvania, will leave PlayStation Plus in September
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Eight games, including an overlooked Metroidvania, will leave PlayStation Plus in September

by admin August 19, 2025


The games set to leave PlayStation Plus Extra in September have been revealed. The eight titles include some very good games, so you might want to make some time before 16th September to get them played.

As these games are part of the Game Catalogue and not the monthly games that you claim as part of PS Plus Essential, these games will no longer be playable from 16th September even if they are in your library.

Leaving PS Plus Extra on 16th September:

  • UFC 5 (PS5)
  • The Plucky Squire (PS5)
  • Night in the Woods (PS5, PS4)
  • Road 96 (PS5, PS4)
  • Pistol Whip (PSVR2)
  • Odin Sphere: Leifthrasir (PS4)
  • FIST: Forged In Shadow Torch (PS5, PS4)
  • Dragon’s Crown Pro (PS4)

Of the bunch, I’d certainly recommend FIST: Forged In Shadow Torch, especially if you are partial to a Metroidvania. Pistol Whip is superb if you have PS VR2, and the Plucky Squire is definitely worth a look even though it didn’t quite live up to pre-launch expectations. Night in the Woods is also excellent.

In fact, why stop there… Odin Sphere: Leifthrasir and Dragon’s Crown Pro are also very good games. So, really, what I’m saying is, don’t rush to play UFC 5 (which is fine, but just more UFC) or Road 96 (didn’t enjoy the writing on this, unfortunately), but all the others are worth your time.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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August 19, 2025 0 comments
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Intel's first High NA EUV tool set up.
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Intel commences mass layoffs with over 100 Californian employees, including around 45 engineers in efforts to shed $500 million in operating costs this year

by admin June 26, 2025



For most of this year we’ve been hearing murmurs of Intel’s plans to drastically reduce its workforce. As of today we’re starting to see what the true scope of Intel’s downsizing will be, with around 107 employees set to lose their jobs in California. These planned firings have been an ongoing story for Intel, having already cut 5% of its workforce back in 2024.

According to CRN, last Wednesday Intel provided the notice required by Californian law alerting employees to their imminent doom. The employees affected are all connected to the Santa Clara headquarters, and are all a part of Intel’s plans to reduce operating expenses by $500 million over this year, with the goal to drop another $1 billion in 2026.

“As we announced earlier this year, we are taking steps to become a leaner, faster and more efficient company. Removing organizational complexity and empowering our engineers will enable us to better serve the needs of our customers and strengthen our execution,” said an Intel spokesperson.


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They also reiterated the 20% figure we’ve heard before about how many employees Intel is planning to layoff. This is after Intel had claimed that those numbers were an exaggeration.

Thanks to California’s Worker Adjustment and Retraining Notification Act, a large layoff like this in a short amount of time requires proper warning and transparency. The notice states layoffs will commence on July 15, and those let go will have either 60 days notice in advance, or receive a four-week notice with nine-weeks of pay and benefits for the trouble. Hopefully this is enough to give these employees a fair chance at landing on their feet.

What’s a little surprising is the roles that have been noted in this mass layoff. Previous Intel has implied it would be cutting out middle-men to focus on engineering talent, but among the roles are plenty of engineering jobs.

CRN provide a list of these jobs, which include “22 physical design engineers, three physical design engineering managers, three system-on-chip logic design engineers, three product development engineers, four design-for-test design engineers, six cloud software architects, four cloud software engineering managers and two cloud software development engineers.”

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That’s just a tad under 50% of the total number, just in engineering roles.

Though there were also a fair few manager roles among the casualties, including an AI systems and solutions engineering manager, engineering project manager, silicon design engineering manager, and a bunch of others. With Intel’s recent choice to outsource marketing to a consultancy firm using AI, it’s likely there’s another channel of jobs set to go on the cutting block there too.

This is all in line with the company’s new CEO, Lip-Bu Tan’s plan, to meet those goals of cutting operation expenses as much as possible. Sadly, I think we’re going to have to wait and watch to see how close Intel gets to that 20% quota.

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June 26, 2025 0 comments
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Netflix Is Delisting Over 20 Games From Its Mobile Library Next Month, Including Hades And Death’s Door
Game Updates

Netflix Is Delisting Over 20 Games From Its Mobile Library Next Month, Including Hades And Death’s Door

by admin June 26, 2025


As spotted by Engadget, Netflix is removing over 20 games from its mobile library next month. The list of titles on the chopping block includes heavy hitters like Hades, the Monument Valley series, and Death’s Door.

On July 15, 22 titles, which require a Netflix subscription to play, will exit the service. Some games, such as Hades, were only available on mobile devices through Netflix, so it’s unclear if they’ll become available on other mobile storefronts. Although July 15 is the removal date, some titles will disappear before then (such as Hades, exiting on July 1). Here’s the full list of games making their exit:

  • Battleship
  • Braid, Anniversary Edition
  • Carmen Sandiego
  • CoComelon: Play with JJ
  • Death’s Door
  • Diner Out: Merge Cafe
  • Dumb Ways to Die
  • Ghost Detective
  • Hades (available only on iOS)
  • Katana Zero
  • LEGO Legacy: Heroes Unboxed
  • Ludo King
  • Monument Valley
  • Monument Valley 2
  • Monument Valley 3
  • Rainbow Six: SMOL
  • Raji: An Ancient Epic
  • SpongeBob: Bubble Pop F.U.N.
  • TED Tumblewords
  • The Case of the Golden Idol
  • The Rise of the Golden Idol
  • Vineyard Valley

Netflix’s entire mobile library consists of 114 games, which means roughly 20 percent of its library is disappearing. While this isn’t the first time games have been delisted from the mobile library, these removals come as some question Netflix Games’ long-term future.

Last October, Netflix shut down its triple-A game development studio in Southern California, leading to the departures of several high-profile talents only a few months after the company expressed optimism about its games division. In January, the company canceled plans to bring previously announced titles to the service, including Thirsty Suitors, Tales of the Shire: A Lord of the Rings Game, and Don’t Starve Together. In February,  Netflix laid off staff at Oxenfree developer Night School Studio, which it acquired in 2021. The streaming giant has even scaled back on interactive programming, removing shows such as Black Mirror: Bandersnatch.  



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June 26, 2025 0 comments
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Optimus Prime character skin in Elden Ring Nightreign.
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Elden Ring Nightreign modders are already going ham with custom skins, including Optimus Prime, Stellar Blade’s Eve, and my #1 most-wanted outfit from Dark Souls

by admin June 23, 2025



User Orange on YouTube caught my eye with a 12-minute showcase of some of the most impressive modded skins players have cranked out for Elden Ring Nightreign, which include characters from other franchises, as well as yet more Dark Souls throwbacks.

Unfortunately, at the time of writing, they’re effectively inaccessible. All the skin replacement mods I’ve seen are dependent on a tool called the UXM Selective Unpacker, and UXM’s page has been set to hidden with the following message: “The mod has (possible) permission issues that the author is working to address.”

But we can still admire the work modder KRDCD has put out, even if we can’t use them. The real attention grabber is Nightreign Custom Model Replacers. This is the meme one: Eve from Stellar Blade, Optimus Prime, Yorha Unit 2B, all the stars are here. The only notable omission is CJ from San Andreas, but surely he is an inevitability.


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Dark Souls Armor Sets is more my speed, importing even more Dark Souls models into Nightreign, similar to the skins we already got in the game. It even includes my personal most-wanted candidate for a future DLC skin: Sir Alonne from Dark Souls 2 as Executor.

This masked samurai is basically proto-Executor anyway, and I was honestly shocked he didn’t make it into the base game already. I particularly appreciate how KRDCD’s skin version uses Alonne’s comically long-hilted nagamaki (bring this design back, FromSoft!), the Bewitched Alonne Sword, in place of Executor’s usual cursed blade.

Once UXM is back up and these mods can be installed again, you’ll want to use them with Yui’s Seamless Co-op in order to avoid the Easy Anticheat Eye of Sauron⁠—Yui’s mod has users connect to unofficial servers, opening up the door for consequence-free modding.

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(Image credit: FromSoftware, KRDCD)(Image credit: FromSoftware, KRDCD)(Image credit: FromSoftware, KRDCD)(Image credit: FromSoftware, KRDCD)

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June 23, 2025 0 comments
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Magic: The Gathering Team Reveals Which Final Fantasy Character They Regret Not Including
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Magic: The Gathering Team Reveals Which Final Fantasy Character They Regret Not Including

by admin June 22, 2025



After half a decade in development, two years spent building up anticipation, and months of teases and reveals, Magic: The Gathering’s Final Fantasy collaboration has finally hit shelves. Even before its official release, the set made history as Magic: The Gathering’s best-selling set of all time, and the weeks that have followed have only further cemented the launch as one of the most significant in MTG’s history.

At this year’s Summer Game Fest, GameSpot had the chance to speak with one of the collaboration’s lead designers, senior game designer Daniel Holt, about the collaboration and how it feels to see folks finally playing with the new cards. We also chatted about preventing Final Fantasy spoilers, how the team manages its regrets, and if he thinks “power creep” is a prevailing issue in the new collection.

GameSpot: You have been working on this set for basically half a decade at this point. What is it like seeing all of this out in the wild–seeing folks playing with these cards?

Holt: It’s wild. It was so secretive for so long. I hear people across the street and they’ll say, “Sephiroth.” And I’m like, “Wait, have we shown that card? Oh, that’s right, it’s all out.”

It’s just crazy that it’s all out there right now and it’s exciting to see the passion that the fans are bringing to it. Something we’ve been taken aback by is the fact that every character or story moment is someone’s favorite. With every single one of these side story characters that aren’t the main party members, we see someone say like, “I can’t believe they included this. This is my favorite character.” It’s that kind of excitement that we’re so excited to see.

Sephiroth as seen on one of his Magic: The Gathering cards.

It really is impressive how the team managed to fit so many characters and moments into the set. What was the biggest struggle with taking over 30 years of content across 16 games and condensing it into one Magic set?

We had to take the approach of [knowing] we’re not going to get everything in. Then, we used a tier system coined by [principal designers] Dillon [Deveney] and Gavin [Verhey]. Tier 1 are those main characters and moments that, if you think of that game, you’re going to be like, “Okay, that character, that moment, has to be here.” Tier 1 is where the main set stayed because they [covered] Final Fantasy I through XVI, so needed to stay in the top level stuff. But for me, on the Commander decks, where each deck is a full game of a hundred cards [dedicated to a single game], I got to go deep into Tier 2 and even Tier 3 moments. I got to include side characters and story moments that maybe you only saw after you put 200 hours into the game.

How did you balance fully capturing some of Final Fantasy’s most iconic moments without spoiling anything?

We had to be a little cheeky about that. We didn’t want to spoil things, and Square [Enix] didn’t want us to spoil things. So you have cards like Sephiroth’s Intervention in here where, you see Sephiroth coming down with a sword. It’s just a cool moment if you’ve never played Final Fantasy VII, but for us that know… we know exactly what story moment is about to happen. In the same vein, Aerith has a death trigger on her ability, so we tied that together. One of my favorite cards in the Commander decks is Farewell in the Final Fantasy X deck. It’s Yuna and Tidus embracing and you don’t know literally what’s going to happen 10 seconds after that moment unless you play the game.

How did you end up deciding which four games to use for the commander decks? It’s got to be hotly debated for sure.

Oh, yeah. Right at kickoff, Final Fantasy VII was, I think, the first one we put in there. Remake and Rebirth are new, it’s on everyone’s mind, and it’s a classic. You know Cloud, you know Sephiroth. Then XIV was the next one we thought of. It has such an active player base and such a large community behind it, we’re like, “This just makes sense.” Fun fact on that one, I’d never played XIV until this product. I put in 200 hours in the first month. I had to go hard on it, just to get that authenticity in there.

As for the other two, Final Fantasy X is my personal favorite and it’s our lead product architect Zakeel [Gordon]’s favorite, too. I might’ve pushed a little hard for that one to be one of the decks. Then wrapping it up was Final Fantasy VI, which is [principle game designer] Yoni Skolnik’s favorite. He pitched the World of Ruin and us focusing on the second half of the game for the deck. I was so charmed by that. Also, VI marks the end of the pixel era, so we actually got one of the pixel games into the four. I think that was important to do.

Now that we’ve seen all of the cards, we know there are certain characters, like Eiko from IX for example, who don’t have a card. How did you deal with knowing that certain characters are not going to have a card and that’s just going to be what it is?

I think you touched on it right there. And I think Eiko is one that… we’re like, “Okay, if we were to do it again, we’d probably try to get her in.” We got her in on the Sleep [Magic] of the set, and we tried to show characters on cards like that.

But me and Gavin, we worked really close together to make sure a lot of characters were represented. For the Final Fantasy X deck, for example, he didn’t have a Lulu or a Wakka in the main set so I made sure to get those in the Commander deck, and vice versa on certain characters. If he had them there, I was less pressured to get them in my decks, but I knew there was a responsibility of that if they weren’t there. Matoya I think is one of my favorite characters from Final Fantasy XIV. I would’ve 100% put her in the Commander deck if Gavin didn’t already have her in the main set.

Crystal Fragments and Sleep Magic cards, both featuring Final Fantasy 9’s Eiko.

When it comes to designing Commander decks alongside the main set itself, how does that process work?

Mostly it comes down to examining what characters might overlap, and using the mechanics. For example, Job Select and Saga Creatures both come from the main set and [the] Final Fantasy X [Commander deck] is a “counters” deck and all about Yuna’s journey collecting the summons leading up to her fight against Sin, so the Saga Creatures work in that deck because you can remove the counters with Tidus and now they stay longer. So it’s about finding synergy there.

Then Job Select cards [work] with Final Fantasy XIV because they’re non-creature spells and will trigger all of your Scion members, but they also build you a board by creating heroes so you’re not wide open to attacks. So it really is synergistic between those.

My real work when selecting the characters and the themes is really working with the creative team. Dillon Deveney was the lead creative for this, and every morning I’d message him, “Hey, I want to put this reprint in the deck. Can it work for this concept?” And he’d be like, “Yes,” or, “No, [but] maybe try this.”

Were there any cards that were particularly difficult either to implement or to come up with an idea for, or that maybe just were imbalanced initially and you really had to work to figure out?

Yeah, Y’shtola in the Final Fantasy XIV deck was actually probably the hardest Commander to do because, originally, that deck’s Commander was going to XIV’s Warrior of Light. That’s what you would think would be the face of Commander. But when we tried that, we’re like, “There are like, 20-something jobs, and everybody customizes their character.” [We decided] the player character wasn’t going to work as a face Commander. We couldn’t make a satisfying, single card for that. So we’ve moved to Y’shtola, G’raha Tia, and the other Scions.

But a lot of the cards in the deck make hero tokens, so you can still feel [the Warrior of Light’s presence]. That’s why we have so many hero tokens. My character was a dancer in the game, so I made sure to get a dancer weapon in there… and I might’ve pushed for the character to be a blue-haired Miqo’te in the art.

Oh, that’s great.

Yeah. But, I think Y’shtola was a little tricky to do. When we got to her and the theme of the deck, I went with non-creature because in Final Fantasy XIV, you’re casting spells, managing cooldowns, et cetera… So I wanted to capture that gameplay with it. I think Transpose really captures the Black Mage abilities. That card having Rebound was the meta of, “That’s your cooldown. You have to wait till your next turn and then it’s ready again.” I designed that because I played a little Black Mage in the game, too.

Two versions of Magic: The Gathering’s Final Fantasy hero tokens.

There’ve been some people who have said that the power creep is very real with this set, but what do you think?

I don’t think that’s true, certainly not for Commander. You have all of Magic’s history to work with here. And I really think it just came down to being true to the characters, doing what the abilities there do, and I think it really plays into the larger environment of Magic.

Have your feelings on Final Fantasy as a game series changed during this process? Are there games you used to maybe not appreciate or like as much and then come round on?

It’s been a lot of rediscovering my love for them. I dug up this old picture of me dressed as Tidus when I was 17, one of my first cosplays. VII was one of my first ones, and then I played older ones like IV and II, et cetera, while going to college.

We all grew up with the series. We’ve all played these for so long. It is really just rediscovering them and the passion. And, like XVI? XVI came out during development, so we all jammed that over the weekend. [I remember being] like, “Oh my God, it’d be so cool if we got Dion in here,” It was so important to me as a person to get that in here. And Gavin was like, “Yep, happy to put him in.”

Has there been any interest in coming back to this series and going into stuff like Final Fantasy Tactics or Final Fantasy X-2–titles outside of the mainline 16?

We certainly have a lot of fans in the office that love those games. I love X-2, I love the dresspheres system. And I need to play Tactics, I know that’s bad that I haven’t. But [as for revisiting Final Fantasy in Magic: The Gathering,] that would be too far in the future right now.

This interview has been edited for both brevity and readability.



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June 22, 2025 0 comments
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Representational image of a cybercriminal
Gaming Gear

Public database exposed 184 million credentials including Microsoft, Facebook, Snapchat, and government account logins

by admin June 18, 2025



  • The Sitecore CMS had an account with a hardcoded password
  • Threat actors could use it to upload arbitrary files, achieving RCE
  • Thousands of endpoints are potentially at risk

Sitecore Experience Platform, an enterprise-level content management system (CMS) carried three vulnerabilities which, when chained together, allowed threat actors full takeover of vulnerable servers, experts have warned.

Cybersecurity researchers watchTowr found the first flaw is a hardcoded password for an internal user – just one letter – ‘b’ – making it super easy to guess.

The account does not have admin privileges, but watchTowr found malicious users could authenticate via an alternate login path, which would give them authenticated access to internal endpoints.


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Patching the flaws

This sets the stage for the exploitation of the second flaw, described as a “Zip Slip” in the Sitecore Upload Wizard.

In a nutshell, the now-authenticated attackers can upload malicious files due to insufficient path sanitation, and the way Sitecore maps paths. As a result, they can write arbitrary files in the webroot.

These two issues alone could be enough to cause some serious damage on the compromised server, but the problems don’t stop there.

If the website has the Sitecore PowerShell Extensions (SPE) module installed, which is commonly bundled with SXA, attackers can upload arbitrary files to specific paths, bypassing extension or location restrictions and resulting in a “reliable RCE”.

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All Sitecore versions from 10.1 to 10.4 are apparently vulnerable, which translates to roughly 22,000 publicly exposed instances, at press time – but just because they’re all accessible and running these versions, it doesn’t necessarily mean they’re all vulnerable.

“Sitecore is deployed across thousands of environments, including banks, airlines, and global enterprises — so the blast radius here is massive,” watchTowr CEO Benjamin Harris told BleepingComputer.

“And no, this isn’t theoretical: we’ve run the full chain, end-to-end. If you’re running Sitecore, it doesn’t get worse than this – rotate creds and patch immediately before attackers inevitably reverse engineer the fix.”

So far there were no reports of abuse in the wild, but a patch is available now, so users should update as soon as possible.

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June 18, 2025 0 comments
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Kojima posts new line of Death Stranding 2 apparel, including shorts so you can have a good time On the Beach
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Kojima posts new line of Death Stranding 2 apparel, including shorts so you can have a good time On the Beach

by admin June 16, 2025


Hideo Kojima has taken to social media once again, this time to post a line-up of new Death Stranding 2 apparel. This includes socks, pants, and shorts for good times on the beach.

The post made on Kojima’s personal Bluesky account is a simple one. A single image showing a range of Death Stranding 2 merchandise including two shirts, six t-shirts, four shorts, four pants, and four pairs of socks.

Some feature the Death Stranding 2 logo as is the norm with video game apparel, though others are less obvious, with Drawbridge branding in place of any sort of gamey clothing. Some bright colours are present too, which could very well make a dent in a wardrobe full of black and grey.

Check out our video preview of Death Stranding 2 here!Watch on YouTube

As of writing there isn’t an official link to the Kojima Productions store for the clothing, nor does Kojima provide one in his personal post. It looks as though the founder of Kojima Productions is just giving folks online a tease of what’ll be available in the future.

Kojima Productions has a history of going all out when it comes to official apparel. Currently on the official website you can buy yourself a pricey Gresham Blake X Death Stranding tracksuit, as well as a variety of Hideo Kojima glasses. You can even drop an order for a Cryptobiote plushy, if you’re so inclined.

Death Stranding is set to launch on 26 June. Kojima recently stated he “wasn’t interested in appealing to a mass market”, though recent previews (including Eurogamer’s own) proved overwhelmingly popular).



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June 16, 2025 0 comments
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Sony remains committed to "diverse and resilient" live service games, including forthcoming Marathon and Fairgames, despite high profile failures
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Sony remains committed to “diverse and resilient” live service games, including forthcoming Marathon and Fairgames, despite high profile failures

by admin June 14, 2025


During an annual Sony business presentation, CEO Hermen Hulst stated the company remains committed to building “a diverse and resilient” portfolio of live service games, which includes the unreleased Marathon and Fairgames. That’s despite high profile live service failures, in addition to controversy with these two forthcoming games.

Hulst stated that Sony is building on the successes of games such as Helldivers 2 and Destiny 2 for future projects, adding: “We look forward to showcasing our progress with Marathon”, a game that has seen no shortage of controversy recently.

Helldivers 2, the large jewel in Sony’s live service crown, was dubbed a “resounding critical and commercial success” by Hulst, who highlighted both its ability to retain a passionate community and win industry awards.

Watch this Marathon gameplay trailer, if you want.Watch on YouTube

Hulst called Marathon “innovative and bold”. No other compliments were offered to Bungie’s upcoming extraction shooter, though the accompanying slide noted “strong early engagement” as its prime achievement so far.

An interesting perspective to be sure, at least as far as Marathon is concerned. While much of what Hulst said about Helldivers 2 is true – the game has managed to remain a fantastic success story for the industry giant – Marathon has found itself on the receiving end of some exceptional problems.

The “strong early engagement” noted in the presentation doesn’t reflect the available player figures for the games’ closed alpha. During this short-lived test, Marathon shed roughly 80 percent of its initial alpha playerbase. As far as engagement via discussion, Marathon’s many problems dominated the conversation, such as its locked three-player format and lack of feasible solo mode, repetitive nature, lack of crucial extraction shooter features such as proximity voice, and more.

One of the biggest merits of Marathon was its aesthetic, which soon soured due to an art plagiarism scandal. Bungie admitted to the use of external art in the games development process, blaming it on a former employee and committing to a full audit of in-game assets in order to remove any stolen work. This situation would reportedly send morale at Bungie into “free fall”.

Then we have Fairgames, which hasn’t been shown off much since its initial reveal. A co-operative heist game, it was recently delayed due to studio founder Jade Raymond departing for greener pastures. This came following worrying external tests, according to a report from Bloomberg.

According to Raymond in a 2022 Gamesindustry.biz article, “more than 30 percent of the studio is currently working on machine learning, artificial intelligence, and cloud-based dev tools”, technology that has proven divisive in recent years. Not to mention what could possibly be the most devastating hit to Fairgames yet: the removal of the dollar sign from its title.

It is clear that, despite uncertainty surrounding Sony’s upcoming live service releases, the company wishes to remain entrenched in the space. Or, at the very least, to appear confident in its continued presence in the world of live service. It’s worth noting the full record of Sony’s venture into live service, which includes the legendary blunder Concord, a cancelled live service God of War project, The Last of Us Online, and more. Sony, which initially wanted to release 12 live service games by March 2026, has cut that figure down to six.

Sony’s single-player output however has proven a far better offering for PlayStation fans. Earlier in this presentation, Hulst highlighted releases such as Astro Bot, God of War: Ragnarok, and Marvel’s Spider-Man 2. Describing such releases as “a core strength” for Sony, it appears as though this style of game has proven more successful overall for the company.



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June 14, 2025 0 comments
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New Dragon Age: The Veilguard report reveals more about turbulent development, including Forspoken-prompted shift from snark to seriousness
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New Dragon Age: The Veilguard report reveals more about turbulent development, including Forspoken-prompted shift from snark to seriousness

by admin June 11, 2025


A fresh report has shed a bit more light on Dragon Age: The Veilguard’s famously difficult time in development, offering info on culture clashes between BioWare’s different teams, and revealing that the game was re-written due to concerns about its banter being too snarky.

The report, from Bloomberg’s Jason Schreier, goes through the whole sordid story of Veilguard’s journey from in-the-works single player game, to in-the-works online thing, back to in-the-works single player thing, parts of which you’re likely familiar with at this point. There’s also a bunch of context as to how wider events across the studio and publisher EA influenced the game that ended up hitting shelves after a decade or so of development.

The new revelations tell how the tone of the game’s dialogue, as well as the choices and consequences, had to be revamped following the switch from multiplayer back to single player in 2020.

Schreier emphasises that this shift didn’t come with a full reset of the project, which meant developers had to work on something with lots of vestigial features intended for an entirely different type of game.

An alpha build at the end of 2022 flagged that testers believed Veilguard didn’t have satisfying or meaty enough choices and consequences to live up to BioWare’s previous works, another problem attributed to the game having been designed for multiplayer, according to the devs Schreier spoke to. Cue extra work to add in more choices, including an important choice between saving two cities, and a struggle to ensure these decisions played into the narrative further down the road.

The report also cites concerns about the reception to the dialogue of Square Enix’s Forspoken as having led to a rewrite for Veilguard’s chatter. This was an attempt to drag it away from the “snarky tone” that’d been pencilled in as part of the multiplayer vision, and instead “make it sound more serious”. Similarly, the game’s June 2024 reveal trailer reportedly raised concerns about EA’s ability to market the game in a way that didn’t feel a bit Fortnitey.

There’s also plenty of detail regarding “internal friction” between Dragon Age tream that were originally working on the game and the Mass Effect team EA drafted in for the project’s final push around 2023, with cultural differences between the two teams adding to what sounds like it was already a pretty unpleasant mix of pressuresand forces at play.

In the aftermath of Veilguard and the layoffs at BioWare that followed its release, a smaller team’s left beavering away on on Mass Effect 5, with plenty of questions still hanging over the RPG studio’s future. It’s a sad state of affairs to put it mildly, especially given that while it definitely isn’t everyone’s cup of tea – I found what I played to be decent fun and you can read Nic’s verdict here – the version of Veilguard we got was far from a complete trainwreck.



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