Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Tag:

Interview

Snake looks up while holding a silenced pistol.
Game Reviews

An In Interview With The Devs

by admin August 22, 2025


It’s an exciting time for Metal Gear Solid fans such as myself. We’re not only about to get a remake of one of the best MGS games of all time, but also a new take on the classic stealth gameplay that made it so memorable. Earlier this month, I and several other journalists were invited to a Metal Gear Solid Delta: Snake Eater event to get some lengthy time in with the game and to check out the super cool installation at NYC’s Lightbox studio that housed a recreation of the iconic flower bed of the game’s final showdown. Along with Michael McWhertor of Polygon and Destin Legarie of The Destin Channel, I got to chat with Delta’s producers, Noriaki Okamura and Yuji Korekado.

What follows is a transcript of our roundtable conversation, with some slight edits for brevity and clarity. Konami provided a translator for our interview.

Michael McWhertor, Polygon: There’s been a lot of remakes in recent years, especially at Konami, and I wondered when you started working on this project how much you wanted to do this as a reinterpretation, or as a straight remake. Did you wanna add to it? Did you want to make Metal Gear Solid 3 through the lens of 2025? What was that approach like? Was it a straight remake or something else?

Noriaki Okamura, Producer, Metal Gear Solid Delta: Snake Eater: This is something we contemplated at the very beginning when we were starting this project: What would be the best way to do a remake of MGS3? And in those conversations what we ultimately decided on for Delta is [that] the concept of Delta is to be able to have new Metal Gear fans, new Metal Gear players to experience the original as is, as much as possible. Obviously we did the modernization that we need to so that it will be more fluid and more accepting to modern gamers and how they play games but in order for us to respect what was originally great about the game, we wanted to keep it as is as much as possible.

Allowing a different kind of [camera] angle, different kind of play style changes the thrill, the nervousness of needing to hide.

Destin Legarie, The Destin Channel: You’ve had a few preview sessions and you’ve gotten some feedback online. What changes have you been able to implement based on that online feedback today?

Yuji Korekado, Creative Producer, Metal Gear Solid Delta: Snake Eater: So one of the things we did is that, after we announced that we’re gonna do a remake, obviously there were a lot of reactions from a lot of Metal Gear fans and one of the things that really stood out to us is some of the additional modes that were, you know, removed, and because this game has been re-released so many times, and so some of them were they really wanted Snake Versus Monkey back, or, like, the Secret Theater videos back. After we we saw that there’s so much demand for it we decided, OK, what can we do to make those modes come back and what kind of way would be best to bring them back? So we did look into that kind of feedback.

Destin Legarie: Specifically, I’ve seen a lot of feedback about some of the facial animations. Has that feedback been taken to heart?

Yuji Korekado: Yes, we did get that kind of feedback. We heard them loud and clear and especially after we released some of the earlier trailers, that’s definitely something that was pointed out to us and like I said, we want to make sure the experience that we provide in the remake is the same kind of experience that the people who played the original experience had. We wanna make sure that wow factor is still there, so after that we definitely wanted to make sure that the quality is on par to what a Metal Gear game needs to be.

© Screenshot: Konami / Claire Jackson / Kotaku

Claire Jackson, Kotaku: What was it like balancing modern stealth mechanics with the stealth challenges of the original game?

Yuji Korekado: One of the things we did for Delta is to provide two types of what we call “Play Styles.” We have the Legacy Style which you can play kind of with a similar camera and controls as the original, and the new style you can play with more modern controls and a third-person camera setting. And when we allowed that new type of play style, we had to make some adjustments, some rebalancing because the way that you can now see the map changes how you need to hide and what you can see and what you can look out for. So one of the things we changed was the character animation, character motions and also the reactions and the responses of of some of the NPCs, the AI as well, and we needed to do that because allowing a different kind of angle, different kind of play style changes the thrill, the nervousness of needing to hide. So this is something that we had to go back and do a lot of testing with, utilizing modern technology to make it feel [like] that same nervousness as you were playing in the original style, but with a new modern control and camera.

Destin Legarie: Do you feel that modernization might make it too easy? Because I remember when [the GameCube remake of Metal Gear Solid, The Twin Snakes came out, a lot of the criticism was that having that extra perspective made gameplay easier and the game easy.

Yuji Korekado: To simply put it, yes, we knew this would happen, obviously. So, we had to do a lot of rebalancing between when you’re playing the Legacy Style versus the New Style, we had to make sure that the difficulty level would still match whatever playstyle you’re playing with and not make things too easy or too difficult.

The way that [Metal Gear Solid 3] was built originally was already perfect to begin with.

Claire Jackson: Does the team have a preference between the original, overhead camera or or the third person one?

Yuji Korekado: So, for [me] personally, [I love] both. Obviously modern players are more used to the third person camera and you know, specific types of controls. So for [new players] we want them to play with New Style first and because we think that this is the best way for them to get immersed into Metal Gear’s world in that way that they’re more used to. And once they cleared the game it will be fun for them to go back and replay the game in Legacy Style and see, “oh my goodness, there’s a whole new way of playing this game that I didn’t even know about,” so we would love for them to enjoy both Play Styles.

Michael McWhertor: I’m wondering if any technical issues came up developing certain aspects of the game? And I’m specifically thinking about how easy it was on the PlayStation 2 to, say, change the date, on your PlayStation 2 [to defeat the sniper boss, The End], whereas now on a PlayStation 5 or an Xbox Series X or a PC, it’s, it’s more difficult to change the date on your system because it’s connected to the internet, and I’m wondering if you have a technical solution to that issue or if any other technical issues popped up?

Yuji Korekado: So just with how we were able to adapt [the game] to the consoles and platforms back then, we were able to do that for all the the supported platforms that [Delta] is going to come out on today, and you know there’s different features on different types of platforms and features that we wanted to incorporate as well. For instance, we like the [rumble] feedback on the [PS5’s DualSense]. These are the types of things that we did really look into to make sure that we do what we can to best adapt [the game] to modern consoles as much as possible. In terms of technical difficulties, we didn’t really have too much, yeah.

Destin Legarie: I know we’re here for Delta today, and we’re running low on time. I have so much that I want to ask but I would get in trouble if I didn’t ask about Metal Gear [Solid] 4. Is there any hope you can give for fans about MGS4 possibly being in Volume 2 [of the Master Collection] or is it being worked on in any capacity?

Noriaki Okamura: This is something that we’re always, always thinking about: What is our next move in terms of the Metal Gear series, and we are aware that a lot of fans really want MGS4 back because it’s currently not playable on any current hardware or platforms, and this is something we do want to address at some point, making sure that fans can have a chance to play it once again. Unfortunately we can’t give you any more details other than that, but yeah, hopefully in the future this is something we can do.

Claire Jackson: Were there any unique challenges or surprises when it came to preserving the cinematic flair of the original [Metal Gear Solid 3]?

© Screenshot: Konami / Claire Jackson / Kotaku

Yuji Korekado: So for the cutscenes, we had to remake everything: The character models, the level, the stages, we had to do it all from scratch. And when we did that, one of our concerns was that even though everything looks amazing, if we still kept the same facing, the same camera angles, would it still hold up? And so once everything was done and we decided to create all the cinematics using the same camera, using the same background music, voice acting, we were blown away because the way that [Metal Gear Solid 3] was built originally was already perfect to begin with and the the modern graphics just enhanced that to the fullest. So we were very surprised that, you know, even to this day the way it was originally made was, you know, [it] didn’t need to be retouched.



Source link

August 22, 2025 0 comments
0 FacebookTwitterPinterestEmail
Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview
Game Reviews

Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview

by admin June 17, 2025


Unreal Fest 2025 kicked off with an impressive demonstration of how The Witcher 4 developers CD Projekt Red are getting to grips with Unreal Engine 5. The 14-minute tech demo features lush forest landscapes, detailed character rendering and impressive hardware RT features, all running at 60fps on a base PlayStation 5. It’s one of the most visually ambitious projects we’ve seen for current-gen consoles even at this early stage, and we wanted to learn more about how the demo was created.

To find out, Digital Foundry’s Alex Battaglia took a trip to CDPR’s offices in Warsaw and spoke to key figures at CD Projekt Red – including Charles Tremblay, VP of technology; Jakub Knapik, VP of art and global art director; Kajetan Kapuscinski, cinematic director; Jan Hermanowicz, engineering production manager – as well as Kevin Örtegren, lead rendering programmer at Epic Games.

A selection of questions and answers from the interview follows below. As usual, the text has been slightly edited for clarity and brevity. You can see the full interview via the video embedded below. Enjoy!

Here’s the full video interview from CD Projekt Red in Warsaw, featuring Alex, Charles, Jakub, Kajetan, Jan and Kevin. Watch on YouTube

When did the cooperation between CDPR and Epic begin for The Witcher 4 tech demo, given the announcement of The Witcher going to Unreal in 2022?

Jan Hermanowicz: That will be about three years by now. When it comes to this particular demo, it’s sometimes hard to draw a line, but this is a relatively fresh thing that we started working on somewhere last year.

Why did CDPR switch from RedEngine to Unreal Engine in 2022?

Charles Tremblay: I get this question often, and I always preface it by saying that I don’t want people to think the tech we had was problematic – we’re super proud of what we achieved with Cyberpunk. That being said, when we started the new Witcher project, we wanted to be more of a multi-production company, and our technology was not well made for that. It was one project at a time, put the gameplay down, then move on. Second, we wanted to extend to a multiplayer experience, and our tech was for a single-player game. So we decided to partner with Epic to follow the company strategy.

Seeing the Witcher 4 demo running first on PS5, it goes against the grain of what CDPR has done in the past in terms of its PC-first development and PC-first demos for Cyberpunk 2077 and The Witcher 3. So why target PS5 at 60fps?

Charles Tremblay: When we started the collaboration, we had super high ambition for this project. As you said, we always do PC, we push and then we try to scale down. But we had so many problems in the past that we wanted to do a console-first development. We saw it would be challenging to realise that ambition on PS5 at 60fps, which is why we started to figure out what needs to be done with the tech. We have all our other projects at 60fps, and we really wanted to aim for 60fps rather than going back to 30fps.


To see this content please enable targeting cookies.

Manage cookie settings

Jan Hermanowicz: We had a mutally shared ambition with Epic about this, that this was the first pillar we established.

Kevin Örtegren: It was a really good opportunity for the engine as well, to use this as a demo and showcase that 60fps on a base console is achieveable with all the features that we have.

Do you see 60fps as a challenge or a limitation?

Charles Tremblay: We’re perfectly aware that we still have a lot of work ahead of us – this is a tech demo; the whole gameplay loop isn’t implemented, there’s no combat and there’s a lot of things that don’t work. But still, the ambition is set. It’s too early to say if we’ll nail it, but we’ll work as hard as we can to make it, for sure.

How did you manage to get hardware Lumen running at 60fps on console, when almost all other implementations are at 30fps?

Kevin Örtegren: It comes down to performance and optimisations on both the GPU side and CPU side. On the CPU, there’s been a ton of work on optimising away a lot of the cost on the critical path of the render thread: multi-threading things, removing all sync points we don’t need, allowing all types of primitives to actually time slice… On the GPU, tracing costs need to be kept low, so having good proxies and streaming in the right amount of stuff in the vicinity… making this work out of the box is core to that 60fps.

The Witcher 4 presentation at Unreal Fest Orlando is well worth watching in its entirety, starting with the trailer and then moving onto more detailed explanations. Watch on YouTube

Why target 60fps with hardware Lumen when the software path exists and runs faster?

Kevin Örtegren: The software path has a lot of limitations, things that we simply cannot get away from, no matter how hard we try. The distance field approximation is effectively static, right, and the more dynamic worlds we build, we want that to also be part of the ray tracing scene. So using hardware RT is much better quality-wise, we can get much better repesentation with RT than with distance fields. Generally, it is also kind of the future, so we’re focusing on hardware Lumen and we consider software Lumen to hopefully be a thing of the past.

Jakub Knapik: Looking at it from a Witcher point of view, this game will have a dynamic day/night cycle, so you need to secure the environments lighting-wise for all light angles, and it’s an open world game, so you need to make sure the way you make content will work and it will not light leak in all those situations. Hardware Lumen is much better for securing this. And like Kevin said, you can actually move trees and have proper occlusion.

For us, going with software Lumen would have a lot of limitations that would kill us from a production point of view; otherwise we’d have to change the design of the game.

Kevin Örtegren: It’s a good point. If you do software Lumen on one platform, but you want to scale up to hardware Lumen on another platform, working with both is problematic. You want to have the one representation, it’s much better.

Having hardware RT form the baseline makes some aspects of artist asset creation easier. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

What effect does having RTGI and RT reflections on consoles as baseline tech have on art design?

Jakub Knapik: It was challenging to find a middle ground artistically with Cyberpunk so that it works on both consoles and high-end PCs. With this approach, we only have to alter the game once, and we can make sure it’s visually similar – it just gets better – and the art direction is consistent on all platforms.

Can you explain what it was like using Lumen for the first time in cinematics?

Kajetan Kapuscinski: The tools we were provided from Epic and the tools we’re co-developing with them open up a lot of possibilities to have creative freedom and create the things you’ve now seen in the beginning of the demo. It’s liberating in many ways.

Jakub Knapik: There are many aspects to the look, apart from Lumen, that we actually introduced in this demo – like lens simulation, film simulation, ACES tone mapping, all of that stuff we also added when working on the technology for The Witcher. So that all contributes to a slightly more effortless approach to scenes.

How were the world and terrain created for this demo?

Jan Hermanowicz: The pipeline we’re using for this is actually the pipeline for the main game, so there’s ideation and then landscape creation within DCC tools. We do the first pass outside of the engine, then import that height map into the engine, then do the rest of the sculpting in Unreal Engine. That’s purely the terrain; what you see is a layered picture with meshes like additional rock formations, trees, that sort of stuff, there’s a procedural (PCG) layer. Effectively, we replace the auto grass with the runtime GPU-based PCG, and we use that for the small debris, trash, grass and stuff like that.

How did the team view the paradigm shift in how vegetatation is made? After all, it’s been done with alpha cutout cards since I was a child!

Jakub Knapik: I think that combo of Nanite foliage plus PCG is a killer combo. Creating big trees is one problem, creating small foliage is another problem, and with this demo we tried to combine both techniques. Having big moveable trees that are illuminated properly was our biggest concern, because if you have a static tree, that’s an approachable problem. If you have a moving tree, that’s really hard.

I remember being in a conversation with our art director, Lucjan Więcek, and saying to him “you can have good lighting, or moving trees”. It’s hard to have both. There was a lot of effort from CDPR’s and Epic’s tech teams to solve that problem. That was by far the biggest change and concern we had with The Witcher.

Nanite foliage is one of the core technologies for The Witcher 4, replacing the card-based system used for multiple console generations. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

Kevin Örtegren: As you said, alpha cutout cards has been the technique for many, many years. But it doesn’t really cut it – it’s flat, so it looks good from a certain angle but not every angle, shadows might be problematic as well. Throwing geometry at it is the only way to make it real volumetric.

Jan Hermanowicz: Exactly, and it opens up new possibilities for artists. So, for example, the pine needs that you see up-close in the demo is a perfect case for geometry. It requires some change of thinking among foliage artists, but the possibilities outweighed any new challenges.

Charles Tremblay: The reason we had the pine tree is because we thought it was the worst case scenario, and we worked on it for a long time. I was super stresed when we started work on the demo, and we had to consider also the asset space on disk, all the assemblies… In The Witcher, the forest is the soul of the game, so it couldn’t be done the traditional way.

Jan Hermanowicz: One of the best days was finding out this crazy amount of polygons without alpha actually ran faster than the classic cards approach.

Do you see this approach also working on other areas of rendering?

Kevin Örtegren: It’s possible, we’ve discussed it. The voxel idea isn’t actually all that new, Brian Karis who came up with nanite, had an HPG talk with a section on voxels a few years ago… at the time, it wasn’t a perfect fit, but it turns out it was actually a very good fit for foliage. So anything that looks like foliage might be a contender to use this tech.

How does this voxel-based approach to foliage fit into the classic lighting pipeline? How is everything lit and shaded?

Kevin Örtegren: They actually fit in every nicely – part of the standard Nanite pipeline is replaced by the voxel path, and that same path runs for VSMs. That’s why it’s kind of cheap to render into shadows in the distance, because they’re just voxels – that just works out of the box. Lighting-wise, it’s regular directional light, with improvements to the foliage shading model, on the indirect side, we have a simplified representation which is static for performance reasons, so it scales up.

How did you get virtual shadow maps (VSMs) running at 60fps when that’s relatively rare for shipping UE5 games on console?

Kevin Örtegren: There’s been a lot of work for a long time on improving performance in VSMs; I think a lot of times, developers turn it off because they have a lot of non-Nanite geometry. Obviously the settings are important as well, you can’t go with the highest resolution and highest LOD bias; here with the demo, we have a sensible setup. You can see some flickering on skin and some surfaces from lower-resolution shadows, but it works for us.

It takes special techniques to achieve good visual results on the very first frame following a camera cut. | Image credit: Digital Foundry

How was the demo’s flawless frame-rate achieved? I know you’re using triple buffering, but how does it work?

Kevin Örtegren: First of all, the average frame-time has to be reasonable, and we use dynamic resolution scaling to make sure we’ve got an achievable 60fps on every frame. Then we have the camera cuts, where we lose the history and we have to re-render a lot of stuff. Overdraw is massive on that first frame, and spikes can be 10ms or more and you can drop a frame.

Tackling that required an optimisation to prime that data so we have something to cull against, which brings spikes down significantly. In cases where we’re going above 16.6ms anyway, given we don’t have a super low latency mode enabled, we actually have quite a bit of a buffer zone. If one frame goes over, but the next one doesn’t, you can start to catch up and not drop that frame. Essentially if by the time you submit your work from the CPU to the GPU – the time that work has to finish before the next present – you have two or three frames of buffer to eat those hitches.

If you look at the demo more closely, you can see that the first frame is pretty good after the camera cut, and that’s because we render two frames before the next present, and then just discard one of them. The first one provides the history for the second one, which means that second one looks much better. So if we manage our frame times well enough, we can get away with that.

Would this technique work in other games? If there was a button in the options that said “smooth cutscenes”, I’d always click it.

Kevin Örtegren: There are two options here, one being the way we sync the game thread to the GPU – there are already options for that. You can do really low latency stuff, you can sync with the presents. Or you can sync your game thread to the render thread, then you get a bit of a pipeline going which smooths things out. Then you can select double buffering or triple buffering.

Jan Hermanowicz: There’s some work we did on the game thread side of things, on the CPU side. We uploaded as much as we could to async, so it can be computed over time, and Unreal animation framework also helps a lot because it moves a lot of animations to the other threads. Plus we’re now smoothly streaming geometry with FastGeo in this demo, so we’re not loading big chunks of a world. Plus, it requires some strategising, we know our world – in the demo and in the full game – and we know when it’s a good time to start loading certain things so that it isn’t just like “oh, it happened!” and there’s a hitch. You can’t predict everything, but having this thought process is an important part of this.

The Digital Foundry team share their first reaction to the Witcher 4 tech demo on the latest Unreal Engine 5.Watch on YouTube

How would CDPR potentially scale graphics to platforms more powerful than the base PS5, eg PS5 Pro or PC?

Jakub Knapik: This is one of the topics that we’re currently discussing. We said before that we wanted to start with the PS5 as the base and that it would be easier to scale up than down. We know that Lumen and these other technologies are providing pretty consistent representation across the scale. What it means exactly is another question – we’re CDPR, we always want to push PCs to the limit. It’s a creative process to decide how to use it. What it means for sure is that we’re going to expand all of the ray tracing features forward.

Kevin Örtegren: It’s another really good argument for hardware Lumen. If you start there, you can scale up easily and add super high-end features like MegaLights.

Charles Tremblay: I don’t want to go into too much detail, and don’t want to over-promise, but it’s something that’s super important to us, if people pay good money for hardware, we want them to have what the game can provide, not a simplified experience. The company started as a PC company, and we want to have the best experience for the PC gamer. But it’s too early to say what it’ll mean for The Witcher 4.

There’s also the Xbox Series S. What would it take to get this demo running on something with less memory and less GPU resources?

Charles Tremblay: I wish we had already done a lot of work on that, but we have not. This is something that’s next on our radar for sure. I would say that 60fps will be extremely challenging – it’s something we need to figure out.

The interview continues beyond this question, but due to time and space constraints we’ll conclude things there. Please do check out the full video interview above. Thanks to our panellists at CDPR and Epic for contributing their time and expertise.



Source link

June 17, 2025 0 comments
0 FacebookTwitterPinterestEmail
Silent Hill f devs discuss new themes, setting in new Konami interview
Game Updates

Silent Hill f devs discuss new themes, setting in new Konami interview

by admin June 13, 2025


Silent Hill fans just got a peek behind the scenes of the next title in the iconic horror franchise, Silent Hill f, via Konami’s Press Start livestream on Thursday, during which the game’s developers provided a detailed look at the major theme of the game: beauty in terror.

“The setting of Silent Hill f has shifted from the town of Silent Hill to Japan,” series producer Motoi Okamoto said. “But it remains a psychological horror experience where one confronts themselves within a mental world. Taking into account that it is psychological horror, we sought to enhance the essence of Japanese-style horror. The hallmark of Japanese horror is not simply grotesqueness, but the coexistence of beauty and the disturbing. We are creating this title with the concept: ‘Find the beauty in terror.’”

First announced during the Silent Hill Transmission livestream in October 2022, Silent Hill f is the eighth mainline Silent Hill game, and the first to release since 2012’s Silent Hill Downpour. It is also the first Silent Hill title to take place outside of Maine, where the fictional town of Silent Hill is located. Instead, Silent Hill f is set in 1960s Japan, during the Showa Era, and follows high school student Hinako Shimizu, who must navigate her (fictional) hometown of Ebisugaoka, which has been overtaken by mysterious fog and strange monsters.

The game’s developers described Hinako as an “ordinary person,” in Silent Hill’s tradition, adding that they tailored the game’s combat to be simple and believable — after all, you are playing as a teenage girl armed with nothing but a steel pipe — while still challenging the player to face off with powerful (and often beautifully horrifying) enemies.

“A key concept in Silent Hill f is the idea of beauty in terror,” game director Al Yang explained. “We created our visual designs to have a distinct uneasiness to them, but also [to] have a horrific charm that would make it so you just couldn’t stop staring.”

As for the game’s major change in setting, scriptwriter Ryukishi07 — who goes by his pen name and is well-known in Japan for his When They Cry visual novel series — explained that 1960s Japan was chosen for a very specific reason.

“Regarding the setting, we carefully considered which era would provide a stage and environment that could depict the theme of the story with a higher contrast, and I chose it accordingly,” scriptwriter Ryukishi07 shared. “The Showa Era, though just half a century ago, feels like a different world — one that remains connected to our present, yet preserves customs and superstitions long-forgotten in modern life.”



Source link

June 13, 2025 0 comments
0 FacebookTwitterPinterestEmail
The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA
Esports

The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA

by admin May 30, 2025


As the producer behind the Grand Theft Auto games from GTA 3 through to GTA 5, as well as Red Dead Redemption and LA Noire, any project with Leslie Benzies’ name on it is going to be a lightning rod for attention.

MindsEye, the first game from Benzies’ studio Build A Rocket Boy, is getting plenty of it – even if some of that attention has been less positive.

MindsEye is a single-player third-person shooter with vehicle gameplay, set in a Las Vegas-style city called Redrock. It’s a techno-thriller story about a former soldier called Jacob Diaz – but it’s clear from visiting BARB in Edinburgh this week that the game is envisioned as a gateway into something much larger, both in the fiction of MindsEye, and for players who pick the game up.

That includes a user-generated content platform called Build.MindsEye, where players on PC can create levels using relatively straightforward tools that incorporate any object in the game.

When asked if third-person shooter levels or driving sections were the limits of the build side of MindsEye, the developers showed other examples of how they can be used, like massively increasing the proportions of a basketball, dropping it into the world, and functionally making an in-game version of Rocket League.

Still, while MindsEye launches on June 10, 2025, for PC and consoles, many questions remain unanswered, including the future of its long-gestating Everywhere project.

Benzies sat down with GamesIndustry.biz earlier this week to talk us through his vision for the game.

This interview has been edited for brevity and clarity.

Image credit: Austin Hargrave

What’s your grand vision for MindsEye? What will it be at launch, and where is it going in the future?

MindsEye is one story in an epic universe. The other stories take place at different time periods, and [at] different locations in the universe. This story is Jacob Diaz’s story. There are also other stories within MindsEye, so we tell the backstories of other characters Jacob will meet.

That’s the way we’re going to fill out the universe over time – so when you travel around, all the stories will be connected by one overarching theme, and each story will have different mechanics. And we’ll give these mechanics to players within the creator tools.

What will happen with the game after launch?

[The studio] will support the game through Play.MindsEye, with continuous new content. Some of the content, like races, are made just for fun. But [with] most of the content, we’ll try and incorporate it into the story. So once you’ve played the big overarching ten-year plan, you’ll have a very good idea of what this universe looks like.

We have plans to add multiplayer, [and] we have plans to make a full open world. And of course, we’ve also got to look at what players are creating, and incorporate that into our plans. Given the ease of the tools, we think there’s going to be a high percentage of players who will jump in and give it a pop, see how it feels. Hopefully some will create compelling content we can then promote and make that part of our plans to push to other players.

Is it best to think of MindsEye as the first game in a series of games? Or one game as part of a larger experience?

MindsEye sits bang in the middle of our story. So, we’re going to go back 10,000 years, then we’re going to go forward a certain amount of time. It’s the relevant piece of the puzzle that will have players asking questions of what the bigger story is.

We’ve intentionally not released footage of huge parts of the game, because we don’t want to spoil anything for players. But this story does take some unusual twists.

What’s your vision for the multiplayer component of the game?

I guess there’s two sides to the answer. The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease. So anyone could pick up the game, jump in, drive around, stop at a point where they see something of interest, build a little mission, jump back in the car, drive again, build another mission. Once you’ve built a couple of hundred of these, you’ve built your own open world game. So, that’s the build side.

From our side, we want to [create] a place where people can socialise, play together, and engage in the stories that we build. So, we do have plans next year to launch an open world multiplayer game that takes place a year after MindsEye finishes. In the interim, we also have an open world free roam game that spans from when MindsEye finishes to the launch of the open world multiplayer game.

All of these stories interconnect in a fairly unique and original way, which I think players like these days. They like the complexity of deeper stories.

You’re selling the base game at launch, with a pass for upcoming content additions. Do you have a vision for how you’re going to package future stories in the overarching MindsEye experience?

It depends on the scale of the story. Some will be free, and some will be paid.

After you left Rockstar Games, what came next? What led to you building the studio?

I spent a few years looking into some other things: going [into] some property development. Using some of the games experience, we made a thing called VR-Chitect, which allowed you to build houses and view them in VR.

I spent a lot of time in Los Angeles at this point, and this is when the droughts were very bad. I got into [making] these machines that would suck water out of the air. Still sitting in my back garden in Los Angeles is this big clunky machine, it works like an air-conditioning unit. It could suck up one thousand litres of water. So I got involved with that.

But there’s really nothing like making games. The different types of people – the lawyers, the accountants, the programmers, the artists, the dancers, the singers – that bunch of people in one big pot, all working together, and turning something from a piece of paper into [something on the] screen – that’s where I get my excitement.

Since I was a kid, that’s what I’ve wanted to do. I thought, ‘I better get back into making games’ because nothing else was as much fun.

What was the journey towards creating MindsEye as your first standalone release?

Your first game’s always your hardest. You have to build systems, you have to build the team. Everything is new. You don’t really see a lot on the screen until way down the line, because you’re building underlying systems, physics systems, the gameplay systems.

It’s a slow start, but what you end up with is an engine, and obviously we use Unreal, which provides a certain level of support and building. On top of that, we’ve got to build our own stuff.

[Plus], we have to pack up everything we build and present it nicely for the creator tools. So it adds this extra layer of complexity to everything. But now, given where we are, the speed that we can iterate, we can very quickly place enemies, place vehicles, place puzzles, whatever, and get a feel for a game.

We’ve now got a great, experienced team – a lot of talented guys in there. In the old days, you’d get a game, stick it on the shelf, and you’d wave goodbye. It’s not like that anymore. You’re continually fixing things.

When you release a game, you’ve suddenly got, not a hundred testers, but hopefully millions of testers. You’ve got to continually fix, continually optimise, and especially with the tools that we’ve got, we want to continually create new content.

So MindsEye is a standalone game, and Everywhere is not mentioned anywhere on the Steam page. But obviously there’s a strong ‘build’ component to this game, which was part of the Everywhere pitch. What does this mean for Everywhere, and what was behind the decision to package the game this way?

This is all part of a bigger story and ecosystem that we’ve got planned.

Everywhere is going to show up again pretty soon. Everything we’re working on, there’s a story behind it – a big overarching story. So Everywhere will come back, and it fits into this story somewhere. I can’t tell you [where], because it would be a spoiler. But that’s going to reappear soon, and it will all be a part of the same product.

“I’m not sure it would’ve been smart as a company to say, ‘we are going to compete with the biggest game on the planet'”

Leslie Benzies, Build A Rocket Boy

In terms of the tools, the tool doesn’t really care what world you’re building in. It sits separately. So any game we create, it will naturally work on top of it. But we’re big fans of keeping everything thematically connected, or connected through a narrative, and you’ll see it.

The bigger story will become obvious, once you’ve played through all of MindsEye. Then you might start to see how it all connects together, to the Everywhere world.

Has the landscape for something like Everywhere, or the build component to MindsEye, changed as platforms like UEFN have taken off or Roblox has become so huge?

It’s great to see these tools being used by people. I build a lot with my son, and when he builds, I see the excitement he gets. It reminds me of when I was a kid with my Dragon 32 computer, managing to get a little character moving on the screen – that excitement of, ‘wow, I did that’. Giving that to other people is massive.

It’s still very difficult to build in Roblox. For example, when my son wants to do it, I have to jump in. I used to be a programmer, and I struggle to build in there.

When he wants to run around and scream with his friends he’s in Roblox; when he wants to build he’ll jump into Minecraft, because Minecraft is a much easier system to build within. And I think we sit somewhere in the middle: you can get very high quality, fun games, but they’re very easy to build.

I think we’re at the infancy of this in video games. We’re at the very beginning of it, and we’re going to see way, way more of it. It doesn’t necessarily have to be presenting it to your friends, or to an audience. I think the process of creating for a human being is fun in itself.

MindsEye has been positioned as a linear game. You are best known for creating open world games. What was behind the decision to make MindsEye a more linear, narrative-driven experience?

I think certain stories are more difficult to present to players in an open world setting. Open world gives you freedom – you don’t necessarily want freedom to portray a story. For MindsEye, it’s a very set time in a character, Jacob Diaz’s, life. You pick up as Jacob when he arrives in Redrock, and then you leave Jacob at a certain point in the future.

And so, it’d be very difficult for us to have an open world in there. It’s horses for courses: it depends what you’re doing. But for Jacob’s story, it had to be a linear game.

Having said that, there are open world experiences in there, and we can build them through Build.MindsEye. There is a free roam open world mode, where you play [as] a different character and you see his time, from the end of MindsEye, to the point of our next big planned launch.

Again, they’re all connected through a narrative, and we really want to show the universe, show the stories that have taken place in the universe, the characters in that universe, and see how they’ve experienced the same experience but from different viewpoints.

“The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease”

Leslie Benzies, Build A Rocket Boy

Was there ever a discussion about creating a more traditional GTA competitor?

In design, you look at a lot of different options.

I’m not sure it would’ve been smart as a company to say, ‘we are going to compete with the biggest game on the planet’. I’m not sure that would be the best business decision to make. We went through a bunch of different designs, and to tell our story, this is what we landed on.

MindsEye is priced more like a game from a decade ago at $60, and it’ll take around 20 hours to finish. Can you talk about how you settled on the game’s length and scope, and how you made that decision around price?

So you’ve got the MindsEye campaign, and yes, it’ll be about 20ish hours. But you do have all this other side content: there’s going to be this continuous stream of content.

These days, there are so many different options for people. It’s not just games: there’s streaming TV, so many good shows out there. I don’t think you can have filler content in games. I think people want the meat, and they want the potatoes. We’ve tried to make as much meat as we can, if that makes sense.

I think that’s a good length for a game. What you also find through data, is that [with] big games, people don’t play them all. The majority of people – 60% or 70% of people – don’t actually play games to the end.

So when you’re making something, I would prefer – I’m sure the team would say the same – [that] you had the whole experience from start to finish, and not create this 200-hour game. Create something that is finishable, but have some side things that will fill out the universe. A lot of the side missions on the play side of MindsEye do fill out the characters’ back stories, or do fill out what was happening in the world.

On price: the world’s in a funny place. People are worried about the price of eggs. So value for money, I think people appreciate that when times are difficult.

I was curious why you waited until quite late in the day to reveal the build element of the game, only because it seemed you were being quite church and state with how MindsEye is releasing versus what Everywhere is.

So in general, we believe – and again, it goes back to the amount of information, the amount of options people have these days – I don’t think you can have extended marketing times. It’s very expensive, we’re a start-up. I think you lose interest from people.

There are so many things for people to do, that if you extend it, you’re not punching through to the place you need to be.

I’ve seen other games, nine years before launch, it’s getting talked about. I’m not sure that’s the way of the world these days. You’ll see there are games that never go to market: the day of launch was the marketing campaign, and it worked very well. So I think we tried to compress ours down for that reason.

On the MindsEye.Play [continuous content] part of it, yeah, maybe we should’ve got that out there sooner, but it is a nice little surprise to give players.

That’s the thing with marketing – you never know what’s the right or wrong way to do it, you’ve got to go with your gut, your senses, and test it.

Being who you are, it brings a certain level of expectation and attention. Do you find it a double-edged sword, launching a new studio and launching a new game, with your background?

Yes. There’s always comparisons, and I think that’s how humans work.

As kids, we’re taught to put a triangle into a triangular hole, and a square into a square hole. I think we do that for the rest of our lives, and we like to describe something new as ‘it’s X plus Y, with a bit of Z in there’. It makes things easy for us. It’s maybe humans optimising the way we communicate.

So there are comparisons. It serves us well in some ways, it doesn’t serve us well in others. Dave Grohl said it well when he formed the Foo Fighters: nobody’s interested in the Foo Fighters, all they were interested in was Nirvana.

The guys have built something very cool, and I just hope people can see it for what it’s trying to be.



Source link

May 30, 2025 0 comments
0 FacebookTwitterPinterestEmail
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.



Source link

May 27, 2025 0 comments
0 FacebookTwitterPinterestEmail
Freedom of the Press Foundation Threatens Legal Action if Paramount Settles With Trump Over '60 Minutes' Interview
Product Reviews

Freedom of the Press Foundation Threatens Legal Action if Paramount Settles With Trump Over ’60 Minutes’ Interview

by admin May 24, 2025


Media advocacy group Freedom of the Press Foundation has sent a warning letter to Paramount mogul Shari Redstone, outlining plans to file a lawsuit if the media company settles a suit brought by President Donald Trump against its subsidiary, CBS.

“Corporations that own news outlets should not be in the business of settling baseless lawsuits that clearly violate the First Amendment,” Freedom of the Press Foundation director of advocacy Seth Stern said in a statement.

Stern issued the warning by asking for a litigation hold on Friday afternoon, demanding that Paramount preserve any documents relating to a potential Trump deal and urging the company not to settle. The nonprofit is able to seek damages because it owns shares of Paramount. It plans to act on behalf of itself and other shareholders, alleging that the settlement would amount to the company’s executives “breaching their fiduciary duties and wasting corporate assets by engaging in conduct that US senators and others believe could amount to unlawful bribery that falls outside the scope of the business judgment rule.” The White House and Paramount did not immediately respond to requests for comment.

Last October, President Trump sued Paramount subsidiaries CBS Broadcasting and CBS Interactive, alleging that an interview with former Vice President Kamala Harris that aired on longstanding CBS News program 60 Minutes was deceptively edited, in a manner that constituted election interference. Initially seeking $10 billion in damages, Trump amended the lawsuit in February to ask for $20 billion. Paramount Global has a market cap of roughly $8.5 billion.

Although Paramount previously called the lawsuit “an affront to the First Amendment” in legal filings to dismiss this March, it has reportedly sought to settle; the company has a potentially lucrative merger pending with Hollywood studio Skydance that would require the Trump administration’s signoff.

Last week, Democratic senators Elizabeth Warren, Bernie Sanders, and Ron Wyden sent a letter to Redstone seeking information about any potential settlement, raising concerns that it would amount to bribery. “If Paramount officials make these concessions in a quid pro quo arrangement to influence President Trump or other Administration officials,” they wrote, “they may be breaking the law.”

Talks of a potential settlement had roiled CBS for months. Longtime 60 Minutes executive producer Bill Owens abruptly resigned in April, and CBS News president and CEO Wendy McMahon resigned earlier this month. “It’s become clear the company and I do not agree on a path forward,” she wrote in a memo to staff at the time.

Trump’s lawsuit against Paramount isn’t an isolated attack on the media. He sued ABC News, owned by the Walt Disney Company, for defamation in March 2024 over comments from anchor George Stephanopoulos portraying the president as “liable for rape.” (A federal jury found President Trump liable for sexual assault in a 2023 civil case, but not rape.) The company settled the case in December. In late April, Trump posted comments on his social platform Truth Social that appeared to threaten The New York Times with the possibility of legal action in the future.



Source link

May 24, 2025 0 comments
0 FacebookTwitterPinterestEmail

Categories

  • Crypto Trends (955)
  • Esports (724)
  • Game Reviews (675)
  • Game Updates (842)
  • GameFi Guides (947)
  • Gaming Gear (906)
  • NFT Gaming (930)
  • Product Reviews (896)
  • Uncategorized (1)

Recent Posts

  • XRP Must Grow: RSI Says So, Bitcoin (BTC): Catastrophic Signal? Ethereum (ETH): $5,000 in September?
  • Ethereum Treasury SharpLink to Buy Back Up to $1.5 Billion in Stock
  • Anthropic will nuke your attempt to use AI to build a nuke
  • VanEck Files to Launch Staked Solana (SOL) ETF Backed by Liquid Staking Token JitoSOL
  • There’s a new Platinum game hidden in the Metal Gear Solid 3 remake that’s actually a remake of a rework of a Zone of the Enders 3 prototype

Recent Posts

  • XRP Must Grow: RSI Says So, Bitcoin (BTC): Catastrophic Signal? Ethereum (ETH): $5,000 in September?

    August 23, 2025
  • Ethereum Treasury SharpLink to Buy Back Up to $1.5 Billion in Stock

    August 23, 2025
  • Anthropic will nuke your attempt to use AI to build a nuke

    August 23, 2025
  • VanEck Files to Launch Staked Solana (SOL) ETF Backed by Liquid Staking Token JitoSOL

    August 22, 2025
  • There’s a new Platinum game hidden in the Metal Gear Solid 3 remake that’s actually a remake of a rework of a Zone of the Enders 3 prototype

    August 22, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • XRP Must Grow: RSI Says So, Bitcoin (BTC): Catastrophic Signal? Ethereum (ETH): $5,000 in September?

    August 23, 2025
  • Ethereum Treasury SharpLink to Buy Back Up to $1.5 Billion in Stock

    August 23, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close