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‘The Last Starship’ Picks Up on Two of the Biggest Missed Opportunities in Modern ‘Star Trek’
Product Reviews

‘The Last Starship’ Picks Up on Two of the Biggest Missed Opportunities in Modern ‘Star Trek’

by admin September 30, 2025



When IDW announced its latest Star Trek comic, The Last Starship, much of the focus was on the fact that the series would, somehow, resurrect Captain James T. Kirk for a story set in the 31st-century timeline introduced in Star Trek: Discovery. Now the series is here; the premise is much more than nostalgia for the original Trek captain but instead a fascinating way to explore not one but two different major plotlines developed in contemporary Star Trek‘s streaming age—ideas that Star Trek largely abandoned on TV.

The first issue of The Last Starship—written by Jackson Lanzing and Collin Kelly, with art by Adrian Bonilla and Heather Moore, and lettering by Clayton Cowles—is set in the first of those two missed opportunities: the immediate outbreak of “The Burn” in the early 31st century. The cataclysmic, galaxy-wide destabilization of dilithium (and with it, the near-instantaneous breaching of every active warp core) formed a major backstory element across Discovery‘s third season after the titular ship was shot into its far future and into the mid-32nd century, into a galaxy that had already largely grappled with the new status quo of a heavily diminished Federation and limited interstellar FTL travel.

But while Discovery‘s third season largely formed itself around solving the problem of the Burn and its mysterious origin (and allowed the ship to negate the issues around FTL travel by and large with its own alternate spore-drive-based systems), setting The Last Starship in the direct aftermath of the Burn itself gives the series a fascinating sense of drama. The first is the fact that, no matter what happens, we by and large know that the Starfleet crisis is not going to be resolved, because that’s Discovery‘s job a century after all this takes place, without a dramatic time jump or two.

© Adrian Bonilla and Heather Moore/IDW

The other is that we’re given an incredible chance to see Starfleet officers grapple in real time with the loss of a Star Trek status quo that had existed for millennia and what that loss can do to even its best and brightest. Last Starship does not give us a stagnant Federation in the moments before it is laid low, but one that was absolutely ascendant: the issue opens with the U.S.S. Sagan in pursuit of a Gorn ship, but not for any regular issue, but because the ship’s crew has a chance to convince the Gorn to join the Federation as the last outstanding known species in the galaxy. Even if we know everything is about to go to hell for Captain Delacourt Sato and his crew, for the briefest of moments, Star Trek‘s Federation is on the cusp of a complete utopian society, the ultimate achievement of goals the franchise at large has wanted to champion for almost 60 years, an idea of Star Trek without external conflict the series has rarely considered before.

Of course, things don’t last: in the exact moment the Sagan achieves this watershed moment of diplomacy, the Burn happens. The Sagan, alongside Starfleet’s primary fleet and hundreds of thousands, if not millions, of ships, Starfleet or otherwise, across the galaxy, explodes. Sato and three of his bridge crew are some of the scant number of Starfleet personnel still alive and become key figures in the Federation’s response to an almost complete shattering of galactic civilization in an instant. Unlike Discovery, there is no flash forward to a changed but still largely similar status quo. There are no people here who are used to this; there are not yet the thriving pockets of society or isolationist worlds we see across the series, waiting for the hope of unity in the Federation that will eventually be provided by the Discovery crew’s mission.

© Adrian Bonilla, Heather Moore, and Clayton Cowles/IDW

Everything in The Last Starship is raw and in the moment, and enough to lay even the most idealistic of Starfleet’s surviving members low. And not only do we get to sit with that horror, but The Last Starship‘s first issue almost luxuriates in it, Bonilla and Moore’s art wreathed in thick, sketchy linework and heavily inked shadows. Last Starship almost feels like a horror comic as much as it does a Star Trek one, but the dread is existential: the horror is in the collapse of a society that has been a given in almost every work of Star Trek ever made.

It’s what people are suddenly willing to do in that kind of horrifying situation that leads to Last Starship‘s other twist and its other riff on a missed Star Trek opportunity. While the remnants of Starfleet’s command convene on Earth to navigate what comes next for the galaxy, they’re interrupted by the arrival of a familiar emissary: a masked, cybernetic figure, tendrils swirling around them, who eventually reveals their name, face, and identity… Star Trek: Picard‘s Agnes Jurati, the ambassador of her own Borg cooperative, not seen for almost a thousand years, ready once more to work with the Federation as it had been at its inception.

© Adrian Bonilla, Heather Moore, and Clayton Cowles/IDW

One of the biggest, weirdest disappointments about the transition from Picard‘s second season to its third was just how much potential was squandered in its sudden step into a nostalgic Next Generation reunion (even though it was, ultimately, a pretty good reunion). The ballsy imagining of an entirely new faction of Borg not just willing to be at peace with the Federation but even potentially joining it was the kind of bold thinking that Star Trek hadn’t contemplated in years—not since TNG itself had transformed the Klingons from antagonists to allies. But the show never did anything with it: Jurati was just one original Picard character among several that never appeared in season three, which reunited the TNG crew to confront the Borg threat we already knew and had seen confronted plenty of times before.

Borg-Jurati’s role in The Last Starship is just as delicious as her brief appearance in the Picard season two finale was. While Starfleet had largely wiped out the Borg Collective, Agnes’ cooperative is a very different beast, offering to aid Starfleet’s remnants in building a new flagship to try and bring hope to the galaxy, operating on Borg transwarp technology rather than dilithium-based FTL travel. On the surface, she’s amicable, pushing a desperate Federation into alliance to live up to the ideals it’s represented for thousands of years—she’s not there to kick Starfleet while it’s down or finish the job. But it’s immediately clear by the end of Last Starship #1 that the cooperative has its own goals rather than simply goading Starfleet into putting its latinum where its mouth is: not wholly villainous or heroic, but playing a longer game across the course of the new series.

© Adrian Bonilla, Heather Moore, and Clayton Cowles/IDW

It’s only there that the Captain Kirk of it all comes into play. After helping Starfleet almost literally cobble together a new flagship—the U.S.S. Omega, a scrappy hybrid of dozens of Starfleet ship hulls and Jurati’s transwarp engineering—does Jurati reveal her reward out of the bargain is none other than a blood sample of Kirk stored on Daystrom station for centuries. Using advanced Borg nanites, the sample creates a wholly real Jim Kirk. Not memories in a new body, or a clone, as she dismissed, but Kirk in his prime, a Kirk breathing, thinking, and remembering as if his final moments in Star Trek: Generations were not final at all. The way Jurati narrates the resurrection, as it were, is hopeful: she believes this moment in Star Trek requires someone like Kirk, a frontier diplomat who boldly explored and fought for the Federation’s future, rather than being trapped in resting on the laurels of its past as her grief-stricken Starfleet contemporaries are. But there is something, again, presented as almost horrifying by what she’s done: a Borg playing god with one of the most revered figures of Star Trek, even if it is in an hour of great need.

How The Last Starship builds on this from here remains to be seen. The debut issue closes on a tease of a very familiar conflict for this reborn Kirk and the Omega‘s crew to confront, in a faction of Klingons using the chaos of the Burn to try and return their people to their ancestral warrior roots and finish Starfleet off once and for all. What will remain interesting is not how it manages to reshape the familiar of Star Trek‘s history, but how it builds on the vast potential it’s begun to mine from Star Trek‘s more recent era to create something new and exciting instead.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 30, 2025 0 comments
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Parents: the new PlayStation Family App is out, and there are excellent opportunities for inter-family trolling
Game Updates

Parents: the new PlayStation Family App is out, and there are excellent opportunities for inter-family trolling

by admin September 11, 2025


Sony has released a new PlayStation Family App on iOS and Android, giving you more – and more immediate – control over a number of aspects of your child’s gaming.

What catches my eye is the ability to manage how much time a child is spending on their PlayStation machine, and to do it dynamically. This means your child has a time balance per day to play, which you can up or down whenever you wish, and you can see how much they have used in real-time. They can even pitch you for more playtime via the app, so you don’t even need to talk to them! You need only approve or decline.

Watch on YouTube

Also useful: real-time notifications that show what they’re playing, spending controls, customisable content filtering, and managing access to social features. And graphs, which are always useful, I think.

“We’re excited to bring an easy way for parents to manage their children’s gaming directly from their mobile devices,” said Sony on the PlayStation Blog. “This is just the beginning with our new mobile app – we’ll plan to continue adding enhancements to the PlayStation Family app to evolve the experience over time.”

This is an ‘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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September 11, 2025 0 comments
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Every game a platform? Pitfalls and opportunities in the gold rush for user-generated content
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Every game a platform? Pitfalls and opportunities in the gold rush for user-generated content

by admin September 9, 2025


More than ever before, the games industry sustains itself on the backs of its players. Not only in terms of their time and their feedback, but in terms of their creative input as well.

All today’s biggest games, the likes of Minecraft, Roblox, and Fortnite, thrive on community creations, using bespoke toolsets, internal distribution systems, and financial incentives to encourage players to build new items, modes, and experiences within that game’s particular ecosystem.

In doing so, these games have become enormously profitable platforms, and a swathe of other games are rushing to incorporate user-generated content (UGC) into their own business models. Electronic Arts recently revealed that Battlefield 6 would release with a UGC ecosystem called Portal, while battle-royale pioneer PUBG is currently testing its own UGC tools.

Jordan Weisman, CEO of Endless Adventures Incorporated

On the face of it, it seems that UGC is where the big money in the games industry lies. But there is a fundamental misconception about the relationship between UGC and the success of a game. In most cases, it’s the latter which leads to the former, rather than the other way around.

“Fortnite [Creative] is built on the back of an incredibly popular game, right?” says Jordan Weisman, co-founder of Harebrained Schemes, co-creator of ShadowRun and BattleTech, and now CEO of Endless Adventures Incorporated. Weisman is currently developing Adventure Forge, a platform for designing narrative games.

“[Fortnite] built up and got this huge audience, and then in the wake of that, creates this UGC environment.”

Minecraft had a similar trajectory, initially becoming popular due to its survival mechanics. Roblox is the exception, having always been a creative platform first and foremost. But as Weisman points out, Roblox “had a ten-year history” before it became successful.

Follow the leader

Even when you have a successful game, incorporating UGC can pose a significant challenge. “Our first assignment is to catch up,” says Taehyun Kim, game director on PUBG: Battlegrounds, via a translator.

“For Battlegrounds, we were the first pioneers, so we were able to have that market share. [For UGC], we are not pioneers. We are followers.”

PUBG: Battlegrounds | Image credit: Krafton

PUBG’s UGC tools are currently in an early testing phase. PUBG Studios aims to allow players to design their own game modes, customising rulesets, gameplay logic, and the shape and form of the world. Yet Kim is fully aware of the challenge they face to catch up with the likes of Epic’s Fortnite, hence why they’ve allowed players access to the tools at a relatively early stage.

“Right now, it’s in a really basic form,” Kim says. “We want users to make different content and play different styles. And our current system is not big enough to have that available.”

In addition, Kim believes that mimicking the approach of Fortnite Create might not be an appropriate solution for PUBG, owing to the differences in tone and mechanical emphasis between the two games.

“We want to dream big. But of course, we are such a ‘heavy’ game, so what [our players] want [from] UGC in this genre may be different,” he says.

“Fortnite is really casual. What they expect is [different] from what our own audience expects, so we want to [do] what they expect. I guess we need to find our own style and our own path.”

Tough start

Making a UGC game successful from the ground up, by comparison, is significantly harder.

The genre is littered with failed projects. Earlier this year, Build A Rocket Boy’s aim to build a player-created metaverse on the back of the linear cover shooter MindsEye fell at the first hurdle, while Hytale, a Minecraft-inspired building RPG, stumbled through the weeds of feature creep for years, ultimately leading to its cancellation by Riot Games.

Hytale was cancelled earlier this year

One of the biggest challenges for UGC developers is designing the tools that players will use to build their experiences. Weisman points out this can be much more expensive than designing similar tools for internal use.

“There’s a big difference between a tool you make for your in-house use and a tool you put out for consumer use,” he says. “There’s a lot more tool development work and trying to bulletproof the tool as best you can for external use versus internal use.”

At the heart of this challenge is balancing the accessibility of the toolset with its power. In designing Adventure Forge’s toolset, which is built to enable players to create narrative games without needing to code, Weisman received some advice from Zach Phelps, the lead on Fortnite Creative and an investor in Adventure Forge.

“He said ‘accessibility is a problem, but it’s a short-term problem. Lack of power is a long-term problem’,” Weisman explains. “We really leaned into making sure that our creators had all the power we could provide them, and then incrementally keep improving accessibility.”

Adventure Forge is a ‘no code’ game creation platform | Image credit: Endless Adventures

But providing users with the right tools is only half the problem. The other half is convincing players to engage. Not just with the tools, but with the experiences users create.

Games like PUBG and Fortnite have a huge, ready-made audience, which makes the investment in these tools worthwhile even if only a small portion of the user base engages with them. Smaller developers and devs starting from scratch cannot rely on this, so alternative solutions are required.

One option is to demonstrate the effectiveness of your tools by building a game with them yourself. This is the approach taken by Manticore Games, creators of the Core game creation platform.

Core released in 2021, attracting 3.5 million users during its first 18 months. But Manticore discovered there was a discrepancy between people coming to Core as creators and those looking for games to play.

“The thing with UGC is it’s a typical two side marketplace. You have to find a way to have great creators that create great content, and the players come and they love the games, and they stay, and they bring more players and creators,” says Frederic Descamps, who co-founded Manticore with Jordan Maynard in 2016.

“That flywheel effect is actually very hard to start, and we did very well with the creators, [but] with the players, I would say it was a little harder.”

Out of Time is due out on September 25, 2025 | Image credit: Manticore Games

This eventually led Manticore to build Out of Time, a rogue-like MMO that runs in Unreal Engine 5, but was built using the tools Manticore designed.

Manticore figured that building a game using their toolset could demonstrate Core’s effectiveness while also giving them a separate product to sell.

“As an independent studio, you have to be careful where you spend your resources,” Descamps explains. “We came up with a few hypotheses and a few ideas that we decided to test, and Out of Time came out of that. It was basically a way for us to use Core, and actually Out of Time is purely UGC.”

Agile creation

One intriguing facet of Out of Time’s development is its turnaround. Maynard says that the game was built from concept to launch-ready in two-and-a-half years, which includes a development reset 12 months in.

“The acceleration we get from using Core on top of just a base engine, I would estimate is 10x,” he says.

At a time when many AAA projects are taking five years or longer to develop, Maynard believes that tools like Core offer a potential solution. “UGC and professional game development – the lines are blurring,” he says.

“The actual experience of is interactive, so it sort of makes sense that the creation of it becomes interactive too, especially as the tools get better.”

Weisman, meanwhile, is taking a different approach. In addition to making the act of creation simple, Adventure Forge’s tools are designed to make the distribution of games easier.

Surfacing games and experiences both within and without UGC platforms can be difficult for players, with Weisman citing Lethal Company as an example.

“Lethal Company was a game developed in Roblox for two, three years. They honed it and it got a good mid-size following” he says. “[Then] they wanted to release it outside of Roblox, so they had to completely redevelop the game in Unity and put it out. And when they did, it sold, like, 12 million units.”

Like Roblox, Adventure Forge will have its own publishing ecosystem with a revenue share model, one that enables games to be published onto the platform with “one button press.” But it’s also designed so that any game made with it can easily be published on other platforms and devices.

“Our goal is to be looking for those gems that are developed inside of Adventure Forge and then reach out to those creators, and then we could publish their game for them externally,” Weisman says. “But if we don’t pick yours, or you’d rather do it yourself, you have that option. You’re not captured inside of the fortress of the application you’re in.”

Small is beautiful

It’s worth noting that not every developer with UGC tools is necessarily looking to become the next Minecraft. One such studio is Tuxedo Labs, the creators of voxel-based destruction sim Teardown.

On the face of it, Teardown seems ideally poised to become a major UGC-centric experience. It has a distinctive, sandbox-ish mechanical loop, custom, in-built modding tools, and an enthusiastic community creating everything from additional weapons and vehicles to unofficial campaigns.

Teardown | Image credit: Tuxedo Labs

Moreover, the studio is also currently working on a major update to add multiplayer support, which will include both cooperative and competitive modes. But according to CEO Marcus Dawson, Tuxedo Labs is cautious about Teardown’s UGC potential.

“We have tried to stay very open. It’s about the game you can play,” Dawson says. “We don’t go into monetisation and doing our own app store and things like that.”

Part of the reason for this is that Tuxedo Labs is still a very small team – around 14 people – and has little urgency to grow into a large studio. But Tuxedo Labs is also wary about betraying the spirit of Teardown.

“It’s a can of worms, like you see the App Store, how that [proliferated] and it can get from creativity into money grabbing,” he says. “Creativity is the important thing. And I think monetisation sometimes can really hurt the openness [of the] platform.”

“You don’t buy a sandbox if you don’t really know what it is”

Marcus Dawson, Tuxedo Labs

In addition, Tuxedo Labs also wants to pursue new projects, and doesn’t want to dedicate itself to servicing a single game. “If you have a really great, talented team, which I think I do…then you need to keep pushing,” Dawson says.

“[You can’t] create a magnificent game and then expect all the developers to sit on localisation and maintenance for ten years, because then you will lose the best developers.”

This isn’t to say Dawson is wholly against the idea of Teardown becoming a bigger prospect. If the upcoming multiplayer update results in a huge influx of new players, the studio will adjust accordingly.

If this doesn’t happen, however, then Teardown still exists as a dedicated single-player experience that players can pick up and enjoy whenever they like, just as games like Minecraft, Fortnite, and PUBG are fully featured experiences even without their UGC sides.

“You buy the game for the game,” Dawson concludes. “You don’t buy a sandbox if you don’t really know what it is.”

In short, you need a “cool game” first. “Then you can extend it to [be] something else.”



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September 9, 2025 0 comments
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"We got rejected by everybody." Thatgamecompany on the difficulties and opportunities of transmedia
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“We got rejected by everybody.” Thatgamecompany on the difficulties and opportunities of transmedia

by admin August 26, 2025


Sky: Children of the Light launched on mobile in 2019 as the latest project from Thatgamecompany – the lauded developer behind Flower and Journey.

But few could have expected that six years on, the team’s attempt to imbue a live service game with their signature art style and trademark storytelling without words would still be an active and growing platform that continues to resonate with players.

In that time, the game has been ported to consoles and PC, and found a particularly large audience in Asia, especially in China and Japan. The continuing success of Sky has meant it has now become the firm’s main focus.

Thatgamecompany has since expanded to well over a hundred employees, and the team has been developing the world of Sky through various transmedia projects: including in-game music concerts (in partnership with Norwegian singer Aurora), merchandising, and now a film entitled Sky: The Two Embers.

The aim is to maintain the core thesis of storytelling and human connection that drove the initial project, in which players explore a once-prosperous kingdom and solve puzzles with other players.

They can learn about the history of the kingdom wordlessly through their adventure, but the appeal is the connections players can build that don’t rely on dialogue, thus transcending language and the typical barriers of gender, age, and nationality.

Transmedia ambitions

Over the years, Sky: Children of the Light has continued to grow its world and playerbase (the title has up to eight million daily active users in China alone, alongside audiences across the globe). And whereas many other companies have struggled to achieve their transmedia ambitions, Thatgamecompany has succeeded.

The new film is available via an in-game movie theatre, where players can watch together with friends while exploring a new area inspired by its story. But it has also received special screenings in a number of countries, alongside a two-week limited Japanese theatrical release. The film topped the indie theatre movie rankings in its opening weekend.

Jenova Chen, Thatgamecompany

Creating this film was a strong personal desire of Thatgamecompany CEO Jenova Chen, who initiated production on the project shortly before the second anniversary of the game’s release in 2021.

Sky: The Two Embers takes place prior to the story of Sky: Children of the Light and follows a young orphan who saves a wounded manatee. After evading capture, the orphan discovers the origins of light in the world and attempts to bring people together as darkness begins to envelop everything.

Explaining the project, Chen said that the film is, in many ways, tied to his own journey of self-discovery and becoming a game developer.

“Where I grew up, video games weren’t a career you could consider. When I left China in 2003, there were no original games in the country, and I went to USC trying to pursue animation as a career.

“Eventually with interactive media I found my calling, but telling a story and using cinematic language is something I’ve always done even then.”

The protagonist of Sky: The Two Embers rescues a wounded manatee | Image credit: Thatgamecompany

The difficulty with making this film was ensuring that the storytelling of Sky in-game was adapted to the film without losing the core identity of the project.

“From Journey to Sky’s in-game narrative to The Two Embers, we have historically always been trying to tell a story in the genre of a drama, which means at the very beginning, the characters started in a relatively nascent place. By the end, however, this person or thing has transformed into something completely different.”

Chen continues: “In this film, it’s the lowest social status group of people, the refugees in this dark world filled with danger and turmoil, the poorest people, the orphans, who are the ones who can save the world. The losers become the saviours, the kings become beggars, which is the type of transformation you want within drama and one we’re doing while maintaining a balance between the game and the film.

“It’s like Daniel Day Lewis in There Will be Blood. That’s a drama, but the subject matter it touches upon is rich and based on history, human greed, and capitalism. Each storyteller is like a lens – when you shine the light of humanity into it, that reflects in many different colours.”

In maintaining the genre, expanding the world, and telling a story that maintains the core structure of the games while being adapted for a new medium, the hope is to create something that doesn’t sacrifice what people like about the game in the transition.

For this, the team brought in former Thatgamecompany artist Evan Viera to direct the film with his Spain-based animation studio, Orchid, while Kevin Penkin, the experienced composer behind anime series and video games like Florence and Necrobarista, was brought in to write the soundtrack.

Meanwhile, for the Japanese theatrical release, the team recruited the well-known anime actor Yuki Kaji to voice the written intertitles between each chapter, as well as asking musician Kotoringo to perform a new theme song, titled ‘Gifts’.

A long and winding road

The creation of the Nintendo Switch CG trailer for the game was an initial proof of concept for what would eventually become the film.

During the Q&A session attached to the Japan premiere screening, the team admitted the initial plan was to make the film by piecing together CG trailers for the Switch and future planned ports of the game. But later they decided to commit to creating something bespoke and specifically designed for the medium.

Once this approach was finalized, the team initially pitched The Two Embers to major streamers as a TV series, before deciding to release the project as a self-produced film.

The idea isn’t unprecedented. We’ve seen a rise in films and TV based on games, such as Arcane on Netflix, the Minecraft movie, and the live-action Fallout series on Prime Video. As the team would admit, Sky is nowhere near the scale of those properties – yet the cost of such a project is still a major commitment.

The second season of the Fallout TV series will launch in December | Image credit: Amazon Studios

Even with major backing, a transmedia strategy is never a guaranteed success. Just look at the transmedia ambitions of Concord. A short film about the game was produced as part of Amazon’s Secret Level anthology, only for the project to be shut down within weeks of launch and cancelled.

“Initially we were trying to follow what Blizzard was doing with Overwatch,” explained Chen of Sky: The Two Embers’ development. “Since we have three planned platform launches, could we streamline these trailers together so that later we can turn it into a series?

“Because Netflix was also popular during COVID, we were leaning towards a series rather than a theatrical release, so we wrote ten episodes that were about ten minutes each, cutting up the original story written as a film into those episodic chunks. We started talking to Netflix, Amazon, and a number of different streaming platforms about this animation. Most of the responses we got were that they’ve not heard of Sky, but were interested in video game IP.

It proved difficult to strike a deal. “A lot of the reactions we got were that this was weird!” remembers Chen.

“Either it was ‘You’re trying to make animation so we assume you’re making this for children, but there’s no words and children won’t stay awake’, or it was ‘You have to make this for adults, but your film doesn’t have any sexual content or heavy violence so the adult animation brand would not approve this’. So we got rejected by everybody.

“A lot of the reactions we got were that this was weird!”

Jenova Chen, Thatgamecompany

“We were also thinking about just putting it up on YouTube, but that’s basically throwing away all the investment we put into the animation as a free party. It’s very hard for animation to make money if it’s not in theatres or on Netflix, until we considered ways to make it a part of the game.”

The team had built the SDKs necessary to stream video via in-game textures for the purpose of screening the film, as well as for use in the game’s Aurora concerts, and they tested these tools out by streaming live broadcasts to players in-game.

With this, the game would become the platform for releasing the film, taking advantage of the built-in audience and money from merchandising and in-game purchases to make it a success.

Learning experience

Over the years, Sky has managed to grow by constantly seeking new experiences – individually catered for each region – that bring fresh ways for fans to engage with the world and concept of Sky.

It’s this tailored regional rollout that has enabled Sky to have its limited Japanese theatrical run, which has been coupled with a pop-up café tied to the film on Ikebukuro’s Sunshine City observation deck.

Launch event for Sky: The Two Embers | Image credit: Alicia Haddick

Thatgamecompany has done plenty of in-person experiences before, like the SkyFest events in China and Japan. But Chen says that for things like pop-up cafés and shops, it’s important to keep scale in mind and ensure that any event is researched and specialized for its region, maintaining realistic expectations and avoiding underselling or overselling the experience.

“We initially never did any pop-ups because it’s scary!” admits Chen. “You don’t know how many players will show up, and if you ship all these physical goods somewhere and nobody buys it, it’s a nightmare.

“So we initially used data. We can see where people are playing our games, which cities have a greater proportion of players, and we’ll use that to calculate within one hour of traveling time where we could potentially host an event, how those players would know it existed, if the product is something they’d buy.

“We’ve made many mistakes where we’ve ordered way too much that nobody would buy, to the point that even four years later we still have the leftovers from one order!”

But it’s all about balance, learning from mistakes, and not overcommitting. “[At first] we only had the money to build a game and hope that [we] will make the money back,” says Chen.

“It’s only when the game became very popular and had a very big sustainable audience [that] we could venture out, because if you don’t even have a million players, why would you even consider merchandising? If you don’t see stable income coming into the studio, making a film is very risky.”

Transmedia expansion is a great opportunity to grow an IP and introduce it to new audiences, and Chen has admitted that he learned a lot from past events, and particularly the experience of creating Sky: The Two Embers.

The success of the Japanese theatrical release means the team is considering whether a theatrical release for Part 2, possibly screened alongside Part 1, would be similarly viable, and whether the blueprint of this release could expand to other countries.

Such a release may come with edits to the content of Part 1 to ensure it’s easier to follow for non-fans. (“Many non-players who came with fans were confused on some aspects of the film,” admits Chen.)

Still from Sky: The Two Embers | Image credit: Thatgamecompany

But it’s all about learning from experience, and ensuring any expansion is to the benefit of the company and the core gameplay. Because if your multimedia and real-world expansion doesn’t fit your game, why bother?

With those considerations in mind, however, transmedia expansion can grow the potential and audience of your game, while creating something beautiful in its own right.

“The important lesson I learned making Sky: The Two Embers was ensuring, does the film actually fit the game?” Chen concludes.

“You see Arcane, it has huge critical acclaim, lots of people have seen it, but it doesn’t translate to game sales. It’s great PR [for Riot Games], but if you have revenue concerns, it’s not working for you.

“Then you have Fallout, where the opposite happened. If people love a film, they want to live in it, so if the game allows you to live in that film for a second, if it fulfils that fantasy, then it’s worth doing.”



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August 26, 2025 0 comments
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Recent Posts

  • Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year
  • Samsung Offloads Its Old T7 External SSDs, Now Selling for Pennies on the Dollar at Amazon
  • Voila! Nintendo quietly shares new details on Samus’s motorbike in Metroid Prime 4
  • Jimmy Fallon Is Trying To Make Wordle Into A Game Show
  • Marathon still lives, as Bungie announces new closed technical test ahead of public update

Recent Posts

  • Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year

    October 8, 2025
  • Samsung Offloads Its Old T7 External SSDs, Now Selling for Pennies on the Dollar at Amazon

    October 8, 2025
  • Voila! Nintendo quietly shares new details on Samus’s motorbike in Metroid Prime 4

    October 8, 2025
  • Jimmy Fallon Is Trying To Make Wordle Into A Game Show

    October 8, 2025
  • Marathon still lives, as Bungie announces new closed technical test ahead of public update

    October 8, 2025

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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

  • Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year

    October 8, 2025
  • Samsung Offloads Its Old T7 External SSDs, Now Selling for Pennies on the Dollar at Amazon

    October 8, 2025

Newsletter

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

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