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promise

Black Ops 6 american dad skin
Product Reviews

As Battlefield 6 commits to ‘keeping it grounded’ with skins, Call of Duty director makes an unconvincing promise to ‘calibrate’ cosmetics in Black Ops 7

by admin August 19, 2025



We’re set for another Call of Duty vs. Battlefield face-off this year, and it’s already been fascinating to watch how these two military shooters present themselves. When it comes to one of the most incendiary topics in multiplayer games at the moment, the rising prevalence of goofy Fortnite-style skins, Call of Duty has become the poster child of ugliness run amok.

The growing exhaustion over incongruent cosmetics that erode Call of Duty’s art style is what prompted Battlefield Studios’ stance on skins in Battlefield 6: “It has to be grounded. That is what BF3 and BF4 was—it was all soldiers, on the ground. It’s going to be like this. I don’t think it needs Nicki Minaj. Let’s keep it real, keep it grounded.”

Time will tell if Battlefield 6 actually sticks to that mission statement—the allure of tacky crap might be irresistible when enough players are eager to buy them—but it’s telling that, given the same opportunity to renew its stance on cosmetics, Call of Duty: Black Ops 7 developers were decidedly wishy-washy about the whole thing.


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“We have thought about this, and I think if you look at us, we’re always looking at community feedback”, Treyarch associate creative director Miles Leslie told IGN in an interview ahead of today’s Blops 7 reveals.

“We always try to make sure that we are trying to touch the widest audience. I’ve had the pleasure of working on Call of Duty now for almost 20 years, and we’re constantly looking at ways to push into different audiences and fans, and that’s what you saw with that; there are fans that really love it. Obviously, there are fans who those may not be their favorite. We’re going to try to calibrate that as we move forward, and we take that feedback seriously. But again, we are trying to make sure that all fans feel represented in the game and figuring out that tight balance is something we’re paying attention to.”

Call of Duty: Black Ops 7 Direct – YouTube

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It’s the usual marketing-approved gobbledygook that almost sounds like something meaningful was said, but wasn’t: Activision has heard the complaints, is taking them “seriously,” and will “calibrate” going forward.

What sort of calibration it has in mind is open to interpretation, and non-specific enough that Blops 7 can still comfortably cash in on collaborations with cartoons, ’80s action heroes, and Amazon Originals without going against its stated stance.

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My read on it is that, while Call of Duty’s full-bodied embrace of goofy skins probably isn’t loved by many of the developers actually creating the art that gets slopped over by the Store tab, the backlash is not a particularly pressing concern for Activision at large. There are two sides to this, after all—lots of people enjoy uglifying their operators (to the tune of $20 per bundle).

There’s another wrinkle to Blops 7’s “calibrated” cosmetic plan: Starting with Season 1 of Blops 7, all weapons and cosmetics from Black Ops 6 will carry forward, inviting a tidal wave of fashion nightmares introduced over the previous 12 months to the new game.

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August 19, 2025 0 comments
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Layoffs at Vampire: The Masquerade - Bloodlines 2 studio as Paradox promise RPG will still release in October
Game Updates

Layoffs at Vampire: The Masquerade – Bloodlines 2 studio as Paradox promise RPG will still release in October

by admin June 24, 2025


Still Wakes The Deep and Vampire: The Masquerade – Bloodlines 2 developers The Chinese Room have laid off a number of staff, seemingly as part of parent company Sumo Digital’s wider strategic decision in February 2025 to move away from original game creation and “focus exclusively on development services for partners”.

As originally reported by Game Developer, several Chinese Room devs took to LinkedIn last week to post about leaving the studio.

VFX artist Jamie Berry writes that “the scourge of redundancy has struck”. Technical producer Pascal Siddons adds that “we are none of us safe from the headsman’s axe when redundancy time comes around”. 3D animator Bradly Adams and senior environment artist Adam Sharp both observe less colourfully that “my current role and many others have been affected by recent events”.

The Chinese Room have yet to give a comment on the situation, but Game Developer have confirmed with Sumo Group that several members of the company’s Content & Communications team have been affected by the company’s recently announced change of direction. Sumo haven’t shared a timeframe or any other details about these departures.

PCGamer, meanwhile, have picked up a statement from Bloodlines 2 publishers Paradox Interactive, who insist that all this redundancy rigmarole will not affect the game’s planned October release. “Development on Vampire: The Masquerade – Bloodlines 2 is unaffected by the recent staffing changes at The Chinese Room; the game is still scheduled for an October release,” a Paradox representative told the site. “We wish those affected the best of luck on their future endeavors.”

Vampire: The Masquerade – Bloodlines 2 has been delayed so often it may well be subject to some kind of ancient curse. Once in the hands of Hardsuit Labs, it was transferred to The Chinese Room in 2021, becoming more “spiritual successor” than sequel in the process. Still, this week’s revelations are more about Sumo than vampires and their masquerades.

Founded back in 2003 and acquired by Tencent in 2021, Sumo have a long history of work-for-hire projects, including many spells as lead dev on games like the fairly smashing Sonic & Sega All-Stars Racing. They had recently been experimenting with original games such as Deathsprint 66 via their own publishing label, Secret Mode, but the last couple of years have been rocky. Sumo cut hundreds of staff in June 2024 while closing Canadian studio Timbre Games (who have since resurfaced as an indie).

In February this year, the company announced that “we must balance our creative ambitions and the commercial realities to ensure the long-term stability and success of our business”, acknowledging that “unavoidably this transition will have an impact on our studios and people.” Best of luck to all the everyday humans impacted by these rebalancings.



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June 24, 2025 0 comments
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FBC: Firebreak will keep you busy fending off a bunch of weird stuff right through to 2026 with multiple free updates
Game Updates

After a bit of a rough launch, Remedy promise that FBC: Firebreak improvements are on the way

by admin June 21, 2025



As it stands, Remedy Entertainment’s latest entry into their Connected Universe, FBC: Firebreak, is not doing so hot. Across the board it’s not been received entirely positively (including by our own James, you can read his review here), not exactly the ideal launch for a live service game. All the same, it being a live service game might ultimately be its benefit thanks to the power of that mystical force called “updates.” In a Steam post shared by the FBC: Firebreak team, some planned improvements were outlined, which certainly sound like they’d make for a better experience.


First of all, the team made one thing clear: the game “will improve.” Remedy explained that they’ve been listening to all of the feedback so far, and asked for any more that anyone might have. In terms of immediate plans for changes, the first thing they list is improving the first hour experience. They acknowledge that this is due to a “combination of things,” like poor onboarding, how the shooter’s systems actually work, clarity in what to do in jobs, and there being too much of a grind for higher-tier weapons.


In terms of onboarding, Remedy plan to better communicate the “synergies between Crisis Kits and giving players much better information on what to do in the Jobs and how to be more effective in doing the work that Firebreakers must do.” That means harmful conditions, like being on fire, being more readable.


A new patch that arrived yesterday has already made it easier to access jobs, as you no longer need to play the first two clearance levels of each job, and completing the full job unlocks the next full job. The patch has also made Lost Assets and Research Samples more highlighted visually, so that it’s harder to miss them. It’s also rebalanced how much all of the unlockables cost too, and things like Altered Augments, Improvised Devices, and powerful weapons are easier to access. All of this was done to help with dealing with that grind.


There’s a few more specifics in the Steam post you can read for yourself, and you can check out the full patch notes here.



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June 21, 2025 0 comments
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Promise Mascot Agency review | Rock Paper Shotgun
Game Reviews

Promise Mascot Agency review | Rock Paper Shotgun

by admin June 17, 2025


Promise Mascot Agency review

Funny, charming, and mired in churn and checklists, Promise Mascot Agency is a beautiful slog.

  • Developer: Kaizen Game Works
  • Publisher: Kaizen Game Works
  • Release: Out now
  • On: Windows
  • From: Steam/Epic Games Store
  • Price: £21/€25/$25
  • Reviewed on: Intel Core i5-12600K, 32GB RAM, Nvidia RTX 4060 Ti, Windows 11

I really like the world of Promise Mascot Agency as a place, not so much the things this open world collect ’em up management sim makes me do to see more of it. I feel like I went through much trouble stealing the sticker-coated notebook of the uber-talented eccentric artist kid in class, only to find it filled with page after page of shopping lists for monstrous quantities of canned goods, each item heavier and blander than the last.

Funny. Charming. And, hot dancing dog blossoms, that soundtrack. But it ultimately feels so graspy and nagging and pointlessly numerical to actually engage with. Like being hounded by push notifications, insistent as unscratched scabs.

Watch on YouTube

Which is all to say that Promise Mascot Agency either makes it very hard to like something I feel I should, or very easy to dislike something I feel I shouldn’t. Each time I find myself stewing on this, something like a distraught bat with a mining headlamp turns up and cries about how his torch is annoying all the other bats, and I start grinning again. Delight-to-irritation whiplash. A bucket of stealth Legos sprinkled on an absurdly comfy carpet.

Never has a man repeated the specifics of tutorial concept with as much quizzical charisma as Takaya Kuroda (Yakuza’s Kiryu Kazuma), although this hasn’t stopped his character, Michi, getting caught up in some darn underworld mishaps. He ends up exiled to Kaso-Machi, a one-Poppo town with a Yakuza-killing curse, and soon finds himself the boss of the titular agency, recruiting and hiring out the local Yokai-like Mascots for things like store openings and restaurant promotions.

Image credit: Rock Paper Shotgun/Kaizen Game Works

Kaso-Machi feels like a water-logged VHS recording of a once-real place; a phantom’s collection of aspirations and hopes summoned to inhabit neglected brickwork and tin slat rooftops. Its supernatural urban legends cloak real decay and corruption. Haunted mines. Closed train stations. Spooky stories for working class children about the ghosts of their own futures. Neither its residents or Michi’s severed-digit sidekick Pinky let their fierce and clumsy spirits be doused by this, making them easy to champion.

The mayor spunks the waste collection budget on endless aggrandising billboards. You’ll gain fans for each billboard you smash and garbage pile you drive through with the truck that acts as your avatar throughout. Later you’ll get a circus cannon that blasts Pinky at them. Traversal is then on defined by thoughtlessly shooting at automatic target boxes, watching your fan and cash counters creep up, minor rewards for baseline attentiveness.

You’ll meet the residents and they’ll give you jobs to assign your mascots to. Assign the right mascot and give them a vending machine item, and they’ll hopefully avoid a minigame where you’ll use the hero cards you collect to knock the health off amusingly minor hazards like badly-stacked boxes or malfunctioning vending machine. It’s the game’s most involved and wide-reaching minigame and it’s framed as a punishment for not preparing correctly or getting unlucky. After about five times I was forced to agree that, yes, punishment is correct.

Image credit: Rock Paper Shotgun/Kaizen Game Works

You hire out mascots for money to spend on town renovations and agency upgrades for more passive income and buffs measured in the region of 2.5% chances to do things like refresh your mascot’s stamina after jobs. You send some home to your Yakuza family’s matriarch and buy more expensive renovations to make more money. The money arrives at the end of each day, and your mascots eventually get fatigued or go on holiday, so you’re compelled to throw yourself back in the collectathon while you wait to progress.

You find gifts for the residents, clean up shrines, shoot more billboards with your cannon. Pinky makes a bid for mayor at one point, prompting multiple choice rallies you’ll need to have collected the right answers for previously. There’s also a claw machine minigame. You have to collect the prizes elsewhere first. The reward is more money and more stickers in another checklist.

My favourite thing to do in Promise Mascot Agency’s open world is to drive up the highest hill I can find then boost my truck off, flying comical distances even without the wings you’ll eventually find as an upgrade. You come crashing down into a fence to excellently chaotic crashing sound effects, and a dazed Pinky gets cartoon stars swimming around their horrible head.

Image credit: Rock Paper Shotgun/Kaizen Game Works

It’s this sort of care put into the small things that made me love the demo, but that demo’s hour time limit ended up disguising a lot of promising ideas that just don’t end up going anywhere interesting. Even my favourite thing from that demo, the ‘Ask Pinky’ button that felt like such a clever solution to drowning the player in map markers, ends up reliant on tiered reputation progression tied to…I can’t even call it bloat, because it’s the skeleton of the game here.

And I feel like a graceless butcher flensing such enjoyable writing and art down to that skeleton, but truthfully it’s not all that laborious of a hatchet job; it pokes through so noticeably, takes so little paring to get there. It’s probably best described as an exoskeleton, honesty. It’s the first thing you notice, encasing the heart of the game in a shell at once so tiresomely heavy and so brittle in substance.

So, yeah. Not for me. Which is a shame, because I’m certain that if I kept playing, I’d keep finding more things that made me laugh or smile or spark more curiosity about the town’s mysteries, but I’m not willing to push through any more of this cold and oddly soulless churn to see them right now. As a functional open map, it’s a treat-sprinkled diorama. Static and mundane. As a management sim, the busywork is simultaneously so insistent and so lacking in complexity or choice that I ended up on a sort of trudging, mildly annoyed autopilot, like an underpaid shopping centre security guard on a deflated Segway. Deflating to say the least.



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June 17, 2025 0 comments
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Prince of Persia: The Sands of Time key art
Product Reviews

Prince of Persia social media botch forces Ubisoft to promise once again that it’s still working on The Sands of Time

by admin June 16, 2025



In what seems like an entirely out-of-nowhere reminder, a surprise message on the Prince of Persia X account has popped up to promise everyone that yes, Ubisoft is still working on The Sands of Time “behind the scenes,” and no, it has nothing more to say about it. It’s all a bit odd, and almost entirely random, but scrolling back through the social media feed reveals that there is actually a good reason for the unprompted message—and by “good” I mean pretty silly.

First things first, a quick timeline on The Sands of Time Remake. It was originally supposed to be out in January 2021 but was delayed a couple months because “2020 has been a year like no other,” and boy, we really had no idea, did we?

Fair enough, then—and also a reminder of how long this whole thing has been dragging on—but another delay followed without a new release date—never a good sign—and then another, and eventually it got to the point where Ubisoft was reduced to promising the whole thing hadn’t been cancelled (but had been delayed (again)). There was a new studio, and more studios, a whole-ass reboot in mid-2023, a delay into 2026 with an unexplained title change, and honestly: Why is it so hard to make a game you already made 20 years ago?


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Anyway, I re-litigate all of this because it amuses me to do so, but also because the events leading up to today’s seemingly random missive on social media also have a timeline explaining why Ubisoft would just put this out for no apparent reason, which we will now dive into.

It begins on June 9, with the appearance of an ominous message: “Something is lurking in these waters,” words made even more noteworthy because of their appearance one year, almost to the day, after Ubisoft’s most recent Sands of Time update, the one where the “Remake” part of the title was dropped. Exciting stuff for those who noticed, but not many noticed because the message was quickly deleted.

This guy noticed, though.

(Image credit: RickGrimes989 (Twitter))

It turned out the message that got Sands of Time hopefuls all worked up was in fact intended for the For Honor account, to tease the reveal of the next season:

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Something is lurking in these waters.. pic.twitter.com/7jFZw72c2hJune 9, 2025

Ubisoft copped to the whiff in short order.

(Image credit: Ubisoft (Twitter))

Unfortunately, it didn’t help calm things down: Some fans were convinced Ubisoft really did have something to show, others begged for anything, and a few seemed to have simply reached their limit with the whole thing:

(Image credit: Twitter)

Which brings us to today’s update, posted just shy of a week after everything went sideways with a For Honor tease.

“Yep, we’re still deep in the game—exploring, building, and ensuring the sands move with purpose,” Ubisoft wrote. “This game is being crafted by a team that truly cares, and they’re pouring their hearts (and a lot of coffee) into every step. Thank you for sticking with us.

“While development continues behind the scenes, there’s another adventure waiting for you right now: The Rogue Prince of Persia—fast, stylish, and built with the same dedication.”

(Image credit: Ubisoft (Twitter))

So there you have it: Yes, Prince of Persia: The Sands of Time is still in development, and no, there’s nothing to see here but a social media guy who probably didn’t have the best weekend ever. Sorry.

Prince of Persia: The Sands of Time does not have a release date yet, but for now it remains on target for sometime in 2026. We’ll see.





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June 16, 2025 0 comments
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An ancient-era city in Civilization 7.
Product Reviews

A big Civilization 7 update is on the way with ‘large and huge maps,’ Steam Workshop support, and a promise to keep working on it

by admin June 11, 2025



A beefy new update for Civilization 7 is coming soon, featuring “several long-awaited features” including Large and Huge maps, new advanced game options, town specializations, and Steam Workshop support.

The full low-down for those who want to dive deep is up on the Civilization website, but here’s the crash course version:

  • Large and Huge map sizes, with a note that “bigger maps have bigger hardware demands,” so you may notice slower turn times or performance drops while playing on them
  • New Advanced Game Options including selectable crisis types, customizable AI difficulty, and the ability to bypass Civ unlocks so you can select from any civilization during age transitions
  • Steam Workshop support for better mod support, with documentation, “best practices,” and a few example mods made by members of the development team
  • New Town Specializations will see the addition of a new Resort Town, reworked Urban Center, and “small but meaningful” tweaks to other town types
  • New City-State Bonuses, Pantheons, and Beliefs: 24 new City-State bonuses, 2 new Pantheons, and a big batch of 14 new Religious Beliefs (across Founder, Reliquary, and Enhancer Beliefs)

Naturally, bug fixes, UI updates, and quality-of-life improvements are also in the works, along with “some surprises”—all will be revealed in the full patch notes, which are “coming soon.”


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Firaxis also touched on what’s coming beyond this update, including some features targeted for July, and bigger-picture issues including overly abrupt Age transitions, lack of replayability, and a need to improve the “sense of empire identity and continuity throughout a multi-Age campaign.”

“These are significant areas of the game that are incredibly important to get right, but are more complex to solve,” Firaxis wrote. “Addressing this feedback in a satisfying way will take time, over the course of several updates. That said, you’ll start to see some smaller changes in July focused on end of Age countdowns and improvements to Age Transitions.

“For the longer-term and broader changes, we’ll share more detailed plans here when we’re ready. We’re invested in making these changes and empowering you to enjoy what sets Civ 7 apart.”

Civilization 7 has indeed struggled since its release earlier this year. It remains stuck with a “mixed” user rating on Steam, and user reviews are not currently headed in the right direction. Player numbers are also not where they should be: Civ 7’s concurrent player count on Steam is lagging well behind that of Civ 6 and, more worryingly, Civ 5. Strauss Zelnick, CEO of publisher Take-Two Interactive, said in May that the company is “really happy” with Civilization 7 overall, and that “in the fullness of time, it’ll be just great,” but how much time the company is willing to give it before it decides to move is the big question right now.

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(Image credit: SteamDB)

Firaxis said it’s aiming to have the next update for Civ 7—update 1.2.2, if you’re tracking these things—on June 17, but for now that remains subject to change.



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June 11, 2025 0 comments
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Peter Molyneux recalls how Project Milo, the Kinect game with revolutionary promise, died a death
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Peter Molyneux recalls how Project Milo, the Kinect game with revolutionary promise, died a death

by admin May 23, 2025


Vapourware can end up being the stuff of legend, like Rockstar’s Agent, Star Wars 1313, or StarCraft: Ghost. Without ever seeing the light of day, these games never risked the possibility of being played and forgotten, and instead live on forever as the subjects of lengthy YouTube essays.

Peter Molyneux, formerly of the studios Bullfrog and Lionhead, and currently working on Masters of Albion at 22cans, has had a number of cancelled projects in his career. The original Xbox’s prehistoric game BC was axed around the time Fable became Lionhead’s priority, for example.

Still, Molyneux’s most notable lost game (or tech demo, depending on who you asked at the time) was arguably Project Milo.

Revealed alongside the Kinect device at E3 2009, which was then known as Project Natal, players would interact with a young male character called Milo using voice and gesture commands.

Watch on YouTube

This unusual premise made the game a huge talking point. The project was revealed just as traditional game genre boundaries were starting to blur following the success of the Nintendo DS and Wii.

The actual game based on the tech demo was to be called Milo & Kate, with Molyneux demoing it in more detail at a TED presentation in 2010. Lionhead’s stylistic touches are obvious throughout the demo, like its tone, music, narration, and choice of story about a British family that’s recently moved to America.

Molyneux described the game at the time by saying, “most of it is just a trick; but it’s a trick that works”.

The game ultimately didn’t release, with some of its ideas rolled into Fable: The Journey on Xbox 360, which was not well-received. Still, the demo arguably did its job, putting Microsoft’s Kinect device at the centre of the cultural conversation for its reveal, a full 17 months before it was commercially available.

Fable: The Journey ended up being the final Lionhead game before the studio’s closure in 2016.

While the broad details (and many specifics, per a 2013 Polygon piece) of Project Milo’s demise are fairly well-known, it was undeniably exciting to hear Molyneux himself recall the project during Nordic Game 2025 in Malmö this week.

During the Q&A section of his fireside chat, one attendee asked about Milo, saying they believed that to this day, Molyneux had a vision for what it could’ve been.

“I’ll tell you exactly what happened,” Molyneux said. “Microsoft had [bought] us, we were owned by Microsoft, and they had…I’m going to say this, I might get in trouble…what I thought was a bit of a crazy idea. And that was to do gesture recognition as an input device, rather than a controller. They showed me this stuff, and Microsoft had this amazing research building. Incredible.

“It was run by this brilliant bloke called Alex Kipman. Makes me look boring and passionless – he had ten times more passion than I had. He had this demo of this device, and when he showed me this demo, it could see people’s faces. He said, ‘it can do voice recognition’, and it had a massive field-of-view so it could see this whole room.”

Molyneux then recalled his first reaction to the tech that would eventually become Kinect.

“He said, ‘what do you think?’, and I said, ‘well, firstly’ – when he did the demo, he was jumping all over the room – ‘I’m a gamer, I don’t want to play games standing up. That’s the first thing. It doesn’t appeal to me, I want to sit back, I want to smoke what I smoke, and I want to drink what I want to drink, and I don’t want to prance around like a twat’.

“The death blow of Milo, which still breaks my heart to this day, was that it was decided that Kinect shouldn’t be a gaming device: it should be a party device”

Peter Molyneux

“I said, ‘I’ll go away and I’ll create a demo of [how we should use] the technology you showed me.’

“Again, I go back to what I want the player to feel,” Molyneux continued. “Now, at that time, my son, Lucas, was about seven years old. And, anyone who’s a parent will probably experience this: there was this moment where you realise you’re crafting, inspiring, a human being. Wouldn’t it be an incredible thing to create a game around that feeling?”

Molyneux’s phone then started ringing during the panel, and he paused to turn it off before continuing.

“Wouldn’t it be incredible to create an experience around that? About inspiring, in Milo’s case, a boy. That was contentious in itself, because of course, lots of people go to the dark side with that [idea].

Molyneux then said staff at Lionhead started working on the demo, collaborating with an unnamed technology company on Project Milo’s voice recognition.

“We had all sorts of experiences, like you could hand things to Milo in the game world and he would take them. They really worked well.”

Molyneux then said the team “cheated in a big way about how you could talk to Milo”, recalling that his intention was to have players sit back on the sofa and “just experience things with this game character”.

“Even though voice recognition now is almost a solved problem, back in those days we solved the problem by cheating,” Molyneux said.

“So, when Milo asked you the player a question, we had set that question up to different points, so he knew what sort of answer he’d give.”

At this point, Molyneux explained how the changing specs of the Kinect device in the run up to launch impacted the potential of Project Milo.

“Unfortunately, as we were developing Milo, so the Kinect device was being developed. And they realised that the device that Alex Kipman first showed off would cost $5,000 for consumers to buy.

“So they cost-reduced that device down to such a point, where the field-of-view…I think it was a minuscule field-of-view. In other words, it could only just see what’s straight in front of you.”

Ultimately, the demise of Project Milo came down to Microsoft’s changing priorities with the Kinect device, which was soon synonymous with the kinds of casual games that exploded in popularity on the Wii.

“Then, the death blow of Milo, which still breaks my heart to this day, was that it was decided that Kinect shouldn’t be a gaming device: it should be a party device. You should play a sports game with it, or dancing games with it. So, it just didn’t fit into the Microsoft portfolio, and unfortunately the project was cancelled.”

“No one ever saw the complete experience,” Molyneux continued. “We didn’t finish the experience. But it was a magical thing. What was so magical about it: it wasn’t about heroes and aliens coming down, there wasn’t this ‘end of the world’ narrative scenario.”

“It was just experiencing what it’s like to hang out with someone that loves you.”

GamesIndustry.biz is a media partner of Nordic Game 2025. Travel and accommodation were covered by the organisers.



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May 23, 2025 0 comments
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