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Pay rises, AI regulation, and layoff protection: what Activision Blizzard's newly unionised employees want from Microsoft
Game Updates

Pay rises, AI regulation, and layoff protection: what Activision Blizzard’s newly unionised employees want from Microsoft

by admin August 22, 2025


Last week, Activision Blizzard’s Story and Franchise Development team (SFD) announced to the world it had unionised alongside the Communications Workers of America (CWA). As of writing, a neutrality agreement is in place while negotiations for a union contract are in the works.

It is not the first time the push for unionisation has surged at Activision Blizzard. Three months ago the Overwatch team unionised, 500 staff from the World of Warcraft team unionised last year, and Raven Software recently ratified its first union contract.

But as yet another wave of layoffs have been made at the company as part of Microsoft’s massive cuts across its gaming studios, this push for employee representation appears more necessary than ever.

To find out more about this next stage in Blizzard’s unionisation efforts, as well as what those at the SFD department want, I talked to two recently unionised Blizzard employees about what’s next for the team going forward.

Check out the new World of Warcraft cinematic here!Watch on YouTube

“The industry has had a lot of instability over the last few years, studios have been hit with layoffs, closures, game cancellations. I feel like it’s the most profitable entertainment sector in the world, and the people who work in it should have a piece of that and some stability to their working conditions.”

That was Alison Venato, video editor on the SFD team and one of many people responsible for Activision Blizzard’s incredibly popular cinematics across Overwatch and Diablo. The team and her have found themselves at the centre of a seemingly ever-shifting company in recent years, where it has proven hard to find stability.

“There’s been a lot of leadership changes over the past few years,” states Veneto, “and we feel like getting a union contract will give us some stability no matter what shake-ups happen at the company. We’ve had others that have unionised on the Warcraft and Overwatch teams, and we’ve had a wave of layoffs hit us since the Microsoft acquisition.

“We understand companies need to make money, but we were bought in the largest tech acquisition of all time, so obviously we have value. Our union can work with the leadership to create a situation that’s beneficial to everyone.”

Microsoft spent $75.4b on Activision Blizzard, for Call of Duty, World of Warcraft, and more. | Image credit: Activision

Sammi Kay, associate producer at Blizzard SFD, shares Venato’s desire to protect the developer’s ability to create the excellent work, without fear of reprisal from an industry disconnected from the realities of modern day video game development

“The industry has been expanding quite rapidly, especially since the pandemic when everyone was playing video games – myself included,” she said. “There’s a disconnect between what the companies and leadership are expecting from the industry and the workers who are developing that content.”

Kay elaborates on the feeling of the developers on the ground at Blizzard: “Everyone at Blizzard who has had a long tenure here enjoys the team, and there’s this sentiment that Blizzard is a special place. Things have changed due to many factors, including the pandemic, and the age of Blizzard as a company and it evolving, including with the acquisition by Microsoft. We’re unionising because we’re attached to how special Blizzard is […] We want to protect what we have and make it better.”

There’s a lot of love for Blizzard games, even after all this time. | Image credit: Blizzard.

So what do the folks at the SFD department want? Many concerns shared by those recently unionised at Blizzard are similar to those expressed elsewhere in the industry. Namely the issues of pay, AI regulation, and layoff protections.

“Everyone is talking about the same issues,” expressed Veneto. “Pay is always an issue – we live in Irvine which is always expensive. Layoff protections are important given the waves of layoffs [we’ve seen]. Work from home policies are very important to people, and AI obviously is having a huge impact. Plus, we’ve had things that were outsourced that we’d rather have in-house.

Then there’s the “big issue” of transparency, a key demand for those who feel ambushed by years of sudden changes. “A lot of decisions are made about pay and promotions that we have no insight into. So just having some more information there is key. For me and other people in SFD we’re all doing creative work, and a lot of these problems make it hard to be creative. A more stable environment where we have a contract that allows us to do this would be great […] I want to work with the best people on the best work.”

World of Warcraft’s story is in the midset of a major overhaul, deep into the trilogy of expansions that started with The War Within. | Image credit: Blizzard

As for Kay, while they are hesitant to speak on behalf of the whole department, AI regulation and pay are at the top of their list: “For me I would hope for better pay rises that keep pace or ahead of inflation,” they said. “More considerations with the use of AI, what that means as a tool for us at SFD and its implications moving forward. I think there’s very specific discussions on that for those in SFD in particular that should happen. I think it would be prudent to negotiate what layoff protections look like as well as severance packages.”

However, given Kay’s background in film and TV prior to Blizzard, they’re keen to avoid the temp-worker-focused dynamic found in other entertainment industries. “Having gone from contract work to full time was wonderful, and I want that opportunity to be available for more people,” they said. “From discussions I’ve had, there’s movement towards more contract roles being the norm, and that’s not in the best interest of Blizzard and its employees.”

Ultimately it’s a big win for the SFD team, and another blow landed in the ongoing fight for unionisation in the video game industry. With layoffs and closures happening at an alarming rate, one can only hope negotiations go well for all involved.

So how good a shot does the SFD department have at getting what they want, and what’s the deal with what certainly feels like a growing push for unionisation in the video game industry? To find more, I spoke to Scott Alsworth from the UK’s IWGB Union.

He credits the increase in unionisation efforts to several factors: technological displacement (especially poignant with the push for AI), a greater number of working class people joining the video game industry who bring a greater awareness of unionisation, and a response to the state of the industry as a whole.

The UVWCWA is one such union that has seen a surge of members, including the Blizzard SFD team. | Image credit: Communications Workers of America

“People are angry,” said Alsworth “The feeling in the industry is one of frustration. The biggest factor to the growth in unionisation is a widespread response to mass layoffs across the industry. Everybody knows someone who has been impacted, and people see unions as insurance and a way to help them keep their job, or at least a way to get extra help if they’re made redundant.

“It’s a bit of a self-fulfilling prophecy,” he continued “Once unions are there people start joining and you gain momentum. When I’m talking to people about joining a union there are two reasons: the first a basic self preservation, what a union can do for me. The second is a desire to see the industry change, not just for themselves, but for workers everywhere.”

So what sort of protections can be gained? It depends on whether or not the union is recognised by the company in question. But even before any new contract is signed, the SFD department forming a union provides valuable resources.

“In the case of a large-scale layoff, what we can do is make sure the studio is doing things by the book,” said Alsworth “You’d be surprised how many studios cut corners and don’t do things like they’re supposed to do. At IWGB we have a great legal team, and that’s a great resource for us. I can safely say that in a number of cases, things like labour laws haven’t been adhered to. Once we raise that with our legal team, the studio gets spooked and you start to see concessions.”

Then of course as a collective the union has have options like strike action which becomes feasible to organise while unionised, better access to information and council in regard to contracts and an individual’s rights as a worker, and so on. Even as negotiations are in their early stages, the Blizzard SFD department has gained a few tools for its tool belt.

So the decision to unionise is a great first step for those at Activision Blizzard seeking better working conditions. Getting a proper contract in place, getting recognition from the company and solidifying a place within the legendary developer will surely be a hard and arduous process. But it’s a process many are eager to engage in, especially at a time when instability is becoming the norm in an industry gaining a reputation for its troubled nature.



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August 22, 2025 0 comments
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Sophie and Gustave in matching berets
Gaming Gear

Clair Obscur: Expedition 33 didn’t invent Final Frenchtasy or the J’RPG: the newly dubbed subgenre has a long and complicated history

by admin May 30, 2025



Sometimes all it takes to make a new subgenre is an apostrophe. With just one hardworking punctuation mark, the newly christened J’RPG describes a refreshingly French spin on Japanese turn-based roleplaying games, and players can’t get enough of its irresistible je ne sais quoi.

J’RPG is a particularly brilliant fit for Clair Obscur: Expedition 33. Sandfall Interactive’s tale of saving dark-fantasy Paris from a series of increasingly unhappy birthdays boasts whimsical mimes, gilded Belle Epoque architecture, and an English voice cast able to drop merde and putain like they’re in a Marseille rap battle. But Sandfall’s debut—undeniably, spectacularly, proudly French—is just the latest title to deserve the name J’RPG.

(Image credit: Sabotage)

Last year’s Sea of Stars, which just released its free DLC Throes of the Watchmaker, was made by French-Canadian Sabotage Studios in Quebec. While you won’t spot Québécois famous landmarks like the Château Frontenac hotel recreated in pixel art to answer Clair Obscur’s crumpled Eiffel Tower, you will find Gaëtan Piment, a character who speaks entirely in the regional French dialect (there’s even a French Canadian language option), phoenix down replaced by poutine as must-have revives, and groan-worthy French puns whenever you discover a new enemy.


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These J’RPGs may share Francophone origins, but they’re two sides of the same coin. Clair Obscur’s influences are 3D JRPGs: its combat systems, environment design and kaleidoscopic UI effects infused with the DNA of Final Fantasy 7–10, Lost Odyssey, and Persona’s PlayStation 2 and later entries. Sea of Stars looks further back to the 16-bit era, evoking the lush pixel art of Chrono Trigger and timed attacks of Super Mario RPG, with thoughtful modernisations to take the sting from bugbears like MP management and level grinding.

There’s a simple reason for that crucial difference: The Great JRPG Divide. Sabotage Studios’ Canadians grew up immersed in the SNES JRPG golden age. Due to the cost of translating text-heavy scripts to multiple languages, Sandfall Interactive didn’t. Europe, and other PAL regions like Australia, existed in a parallel timeline.

If you didn’t have a chipped console and an import-savvy retailer you were out of luck. We didn’t play Chrono Trigger and Earthbound on the SNES, we got them a decade later on the DS and Wii U. Our first Final Fantasy was number 7. Our first Dragon Quest was the cel-shaded eighth instalment on the PS2. Thanks to magazines, enthusiasts knew about these fabled videogames, but broader awareness was non-existent. Culturally we were cut adrift—like Clair Obscur’s city of Lumiere, tragically separated from the mainland.

(Image credit: Kepler)

Of course this meant when a wave of indie developers made nostalgic 16-bit JRPG homages, they came from North Americans inspired by the SNES JRPG canon we Europeans mostly missed. Californian Zeboyd Games made some pretty excellent retro JRPGs like Lovecraft parody Cthulhu Saves the World and space opera Cosmic Star Heroine in the 2010s. Shadows of Adam in 2016 played Conan-esque fantasy reasonably straight, but some like Omocat’s 2020 hikikomori horror RPG Omori pushed the genre towards its conceptual limits. With Threads of Time in the works from a Toronto-based team, the North American 2D JRPG homages are far from over.

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French-speaking Europeans still left a mark on the 2D RPG scene, though. Thanks to its impressively easy-to-use nature, the 2D game engine RPG Maker had a strong Francophone community across both Canada and Europe in the mid 2000s. It’s just that without the formative impact of 16-bit classics Chrono Trigger, Earthbound, Dragon Quest, and Final Fantasy 1–6, European 2D games followed a different evolutionary path.

OFF, from the French-speaking Belgian team Unproductive Fun Time, became one of the French RPG Maker scene’s biggest successes in 2008, even admired by Undertale’s Toby Fox. This fever dream of an RPG has an unusual cooldown-driven combat system, plus an eclectic set of influences including Killer 7’s lurid fluorescent colour palette and Silent Hill 2’s disturbing monster designs. With a remaster due later in 2025, it’s another J’RPG to watch out for this year.

(Image credit: Armor Games)

A more recent RPG Maker example came out in 2023. Black-and-white timeloop RPG In Stars and Time was made by creator Adrienne Bazir, whose French upbringing shows. Chrono Trigger would usually be the obvious reference point for a 2D timeloop RPG, but Bazir’s influences are instead Gamecube classic Tales of Symphonia, Undertale, and a game Nintendo denied both PAL and NTSC regions: Mother 3. The result, like OFF, is a true original, a moving and inventive experience, remixing the age-old ATB combat system devised by Mr Final Fantasy Hironobu Sakaguchi with an equipment system using memories from past runs.

Clair Obscur’s AA western take on the 3D JRPG stands out because it looks expensive in comparison. Recording every one of Gustave’s gallic shrugs in motion capture doesn’t come cheap, and presumably neither does his voice actor Charlie Cox. Perhaps another factor in its rarity is how Northern American developers gave the western JRPG a mixed reputation, with Ion Storm’s enjoyably barmy 2001 effort Anachronox and BioWare’s biggest non-live service regret Sonic Chronicles: The Dark Brotherhood both considered failures. For me, it’s a point of pride that Europeans, locked out from much of JRPG history, were the ones to finally do the 3D era justice.

(Image credit: Kepler)

Back in the ’90s, it sucked being an JRPG fan in PAL regions. It felt like watching North America enjoy a party we weren’t invited to. Decades later, those quirks of regional distribution are producing wonderfully distinctive takes on a classic genre. The Great JRPG Divide may be over, but its influence is still with us—even if we’re still waiting for Xenogears to get that unbelievably overdue official release.



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May 30, 2025 0 comments
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Logitech G522 Headsets.
Gaming Gear

The newly revealed Logitech G522 Lightspeed could become the new mid-range wireless gaming headset to beat

by admin May 21, 2025



  • Logitech G has revealed the Logitech G522 Lightspeed
  • This wireless gaming headset boasts an impressive feature set and a great microphone
  • It hits shelves on June 16 for $179 / £139.99 / AU$299.95

Gaming accessory brand Logitech G has announced the Logitech G522 Lightspeed, a new wireless gaming headset intended to supersede the popular Logitech G733 Lightspeed.

The G522 Lightspeed features redesigned earcups, with a wider shape and an added layer of memory foam for enhanced comfort. It has a lightweight, adjustable fabric headband, which now rests flatter than its predecessor and has built-in ridges for better cooling.

The exterior of each ear cup features four eye-catching customizable RGB lighting zones, which can be tweaked to the color of your choice in the Logitech G Hub desktop software. It’s also compatible with the Logitech G mobile app.


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Under the hood, the headset is packing Logitech G’s highest-fidelity 40mm Pro-G drivers with 24-bit / 48kHz signal processing for enhanced audio clarity and detail.

The headset comes bundled with a removable omnidirectional microphone, which offers an impressive 16-bit / 48kHz bandwidth. It’s the same microphone found in the excellent, but much more expensive, Astro A50 X, which impressed with its crystal clear recordings in my hands-on testing.

On the Logitech G522 Lightspeed, the microphone has the added benefit of a built-in red LED indicator that illuminates when it’s muted.

As its name would suggest, the headset can connect to PC or PlayStation 5 via Logitech’s Lightspeed wireless dongle (which is included in the box), but also supports traditional Bluetooth for the aforementioned platforms in addition to Nintendo Switch and mobile. There’s also the option for wired play via its USB Type-C connector.

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Logitech claims up to 40 hours of battery life with the default lighting on, or up to 90 hours with it disabled, which is a pretty impressive figure. It’s not quite the up to 200 hours promised by the competing HyperX Cloud III S, but it’s still more than enough juice for a few weeks’ worth of intense gaming sessions.

The Logitech G522 Lightspeed hits shelves on June 16 in white or black colorways. It costs $179 / £139.99 / AU$299.95, putting it in the midrange price bracket.

Its expansive feature set seems very promising, but only time will tell whether it becomes one of the best PC gaming headsets or best PS5 headsets around.

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May 21, 2025 0 comments
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