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Tencent accuses Sony of seeking a "monopoly on genre conventions" as it responds to Light of Motiram copyright lawsuit
Esports

Tencent accuses Sony of seeking a “monopoly on genre conventions” as it responds to Light of Motiram copyright lawsuit

by admin September 18, 2025


Tencent is disputing Sony’s claims that its upcoming game Light of Motiram is a “slavish clone” of its tentpole Horizon series, claiming the latter is not “fighting off piracy, plagiarism, or any genuine threat to intellectual property” but is instead attempting to “transform ubiquitous genre ingredients into proprietary assets.”

Back in July, Sony filed a copyright lawsuit against Tencent. In court papers filed at the time, Sony demanded a jury trial for copyright and trademark infringement and to prevent the “imminent” release of Tencent’s upcoming title, accusing it of “rip[ping] off” Horizon lead Aloy, “deliberatedly causing numerous game lovers to confuse Light of Motiram as the next game in the Horizon series with encountering Tencent’s promotional game play videos and social media accounts.” Shortly thereafter, Tencent made several changes to Light of Motiram’s Steam page and its promotional art.

Now, as spotted by The Game Post, Tencent claims Light of Motiram is merely making use of “time-honored” tropes that are outside “Sony’s exclusive domain,” calling Sony’s copyright claims “startling.”

“Plaintiff Sony has sued a grab-bag of Tencent companies – and ten unnamed defendants – about the unreleased video game Light of Motiram, alleging that the game copies elements from Sony’s game Horizon Zero Dawn and its spinoffs,” Tencent’s lawyers wrote.

“At bottom, Sony’s effort is not aimed at fighting off piracy, plagiarism, or any genuine threat to intellectual property. It is an improper attempt to fence off a well-trodden corner of popular culture and declare it Sony’s exclusive domain.”

The court papers further assert that Horizon Zero Dawn’s art director, Jan-Bart Van Beek, suggested in a documentary that the game’s premise was not original, and referenced 2013’s Enslaved: Odyssey to the West.

“Long before this lawsuit was filed, the developers of Horizon Zero Dawn publicly acknowledged that the very same game elements that, today, Sony claims to own exclusively, were in fact borrowed from an earlier game.

“Sony’s Complaint tellingly ignores these facts. Instead, it tries to transform ubiquitous genre ingredients into proprietary assets,” Tencent added. “By suing over an unreleased project that merely employs the same time-honored tropes embraced by scores of other games released both before and after Horizon — like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more — Sony seeks an impermissible monopoly on genre conventions.”

Tencent also dismissed Sony’s claims its representatives pitched a Horizon mobile game at GDC in 2024, and states Sony is suing the wrong companies as “none of the served defendants develop and market the Light of Motiram video game that Sony alleges infringes its intellectual property in the Horizon franchise.” It also claimed that it cannot be sued for a game that has a release window of Q4 2027 and not yet released.

For more on Tencent, check out our feature, Behind the scenes at Tencent.



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September 18, 2025 0 comments
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Tencent accuse Sony of trying "to fence off a well-trodden corner of popular culture" with their Horizon copyright lawsuit
Game Updates

Tencent accuse Sony of trying “to fence off a well-trodden corner of popular culture” with their Horizon copyright lawsuit

by admin September 18, 2025



This afternoon, a choice of two raging videogame lawsuits to report on. Firstly, a snippet from the on-going courtroom scrap between former Unknown Worlds executives and Krafton over the state of Subnautica 2’s development, in which the former accuse the latter of changing their story about why the executives were fired.

I’ve decided not to write that one up because it feels like we are entering the realm of potshots over minutiae, rather than learning anything genuinely new about Subnautica 2 or its creators, but if you’re interested, GamesIndustry.biz has your back. The parallel Tencent/Sony bust-up has the virtue of relative novelty. It gives me a whole different kind of headache. What’s going on with this one, then?


Well, last November Tencent announced that they would publish Light Of Motiram, a post-apocalyptic adventure featuring robot mammoths, archery, red-haired ladies, and scrapmetal tribal aesthetics. An ungenerous commenter might assert that it’s a “slavish clone” of Sony’s Horizon Zero Dawn and Horizon Forbidden West. That’s what Sony called it, anyway, when they announced in July this year that they were going to sue Tencent back to the Neo-Stone Age for copyright infringement.


In their California federal court filing, Sony alleged that Tencent had, in fact, approached them in 2024 and pitched a new Horizon game under license, even as development continued on Light of Motiram. As James noted in our write-up, the implication here is that Tencent were going to make their very own Horizon game regardless of whether Sony consented to brand it an official sequel or spin-off.


Sony sought to block Light Of Motiram’s release, arguing that it would cause “irreparable harm to SIE and the consuming public”, which is rather histrionic. I am picturing a solitary tear rolling down the face of a member of the Consuming Public as they plead with the storekeeper that they wanted the other 6/10 metal dinosaur game, not this one. Yes, it is I – the Horizon disliker. Still, I can’t deny that the games look rather similar, and it’s telling that Tencent have edited Light Of Motiram’s Steam page to remove some of the more obvious points of overlap with Horizon.


Tencent have now hit back against Sony’s accusations with even louder language. They contend that Sony are seeking “an impermissible monopoly on genre conventions”, and that Light Of Motiram ain’t even finished yet and as such, can’t be fairly assessed for what it invents or borrows. They also say that Sony are suing the wrong people.


As passed on by The Game Post, Tencent’s motion to dismiss the case comments that “at bottom, Sony’s effort is not aimed at fighting off piracy, plagiarism, or any genuine threat to intellectual property. It is an improper attempt to fence off a well-trodden corner of popular culture and declare it Sony’s exclusive domain.”


Tencent further argue that Sony’s claims for Horizon Zero Dawn’s originality have been “flatly contradicted” by developers Guerrilla, citing a behind-the-scenes doc in which art director Jan-Bart Van Beek compared the game to Ninja Theory’s 2013 action-adventure Enslaved: Odyssey to the West. They also make reference to “the long history of video games featuring the same elements that Sony seeks to monopolise through this lawsuit”.


They insist that Light Of Motiram “merely employs the same time-honoured tropes embraced by scores of other games released both before and after Horizon – like Enslaved, The Legend of Zelda: Breath of the Wild, Far Cry: Primal, Far Cry: New Dawn, Outer Wilds, Biomutant, and many more”. In summary, they accuse Sony of trying to “transform ubiquitous genre ingredients into proprietary assets.”


As regards Sony’s argument that Tencent wanted to make a Horizon game for them, and decided to proceed with their “slavish clone” despite not being given permission, Tencent’s court motion refers to a GDC meeting from March 2024 in which Tencent reps pitched a licensed Horizon mobile game. They claim that since no actual Tencent executives or employees were at the meeting, nothing at the meeting “is alleged to be an act of copyright or trademark infringement”.


As for the ‘suing the wrong people stuff’, Tencent’s motion notes that Sony’s lawsuit is against Tencent America, Proxima Beta U.S., and Tencent Holdings, whereas Light Of Motiram is being developed and published by Polaris Quest / Aurora Studios, who operate under Tencent Technology (Shanghai) Co. Ltd, and Proxima Beta PTE Ltd, a company in Singapore “doing business as ‘Tencent Games’ and/or ‘Level Infinite'”. Tencent’s lawyers are of the opinion that “Sony’s threadbare, conclusory allegations improperly lump these Defendants together with the foreign companies alleged to be responsible for the core conduct at issue.”


I’m no lawyer, despite belated efforts to educate myself, but the last two paragraphs read to me like Tencent are trying to get off on a technicality. I sympathise more with the line about Horizon not being as original as all that, and certain ideas being public property. Except that I’m pretty sure that if the roles were reversed and Light of Motiram had launched before Horizon: Zero Dawn, Tencent would have been yelling blue murder about breach of copyright.

The discussion of what Light Of Motiram – out 2027 – yoinks or doesn’t yoink from Horizon is kind of fun to follow, because it’s comparing ideas and aesthetics. In general, though, I default to the position that picking sides in a copyright spat between two billion dollar videogame publishers is like deciding which cybernetic T-Rex you most want to step on you.



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September 18, 2025 0 comments
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Sony fires Ghost of Yotei artist, allegedly over Charlie Kirk joke
Esports

Sony fires Ghost of Yotei artist, allegedly over Charlie Kirk joke

by admin September 18, 2025


A senior artist on Ghost of Yotei has been fired, reportedly following a joke they made about Charlie Kirk’s assassination.

As reported by Kotaku, Drew Harrison, a senior staff character lookdev and texture artist at Sucker Punch Productions, was allegedly fired less than 24 hours after making a joke on X regarding the assassination of conservative activist Charlie Kirk on September 10, 2025.

In a now-deleted series of tweets, Harrison, a ten-year veteran of Sucker Punch Productions, claimed that she had been subject to a harassment campaign that included multiple anonymous phone calls following the post, with X users, such as Mark “Grummz” Kern, calling for a boycott of Ghost of Yotei and for Harrison to be let go from the studio.

On September 12, Harrison reported on X that she’d been fired.

“If standing up against fascism is what cost me my dream job I held for 10 years, I would do it again 100x stronger,” Harrison wrote.

Sony confirmed in an email statement to Kotaku that it had parted ways with the artist.

“Drew Harrison is no longer an employee of Sucker Punch Productions,” a spokesperson from Sony Interactive Entertainment told the publication.

On September 16, 2025, Sucker Punch Productions posted a new Ghost of Yotei trailer on X, which has seen numerous replies calling for a boycott of the game and multiple users posting “RIP Charlie Kirk.”

Sony and Sucker Punch Productions are not the only game companies facing pressure to dismiss employees over posts regarding Charlie Kirk’s death.

Square Enix, Warhammer/Games Workshop, Bethesda, and Activision Blizzard are among others facing backlash from some on social media.

In response to a thread listing Activision Blizzard employees who have been “trashing Charlie Kirk,” X owner Elon Musk tagged Microsoft CEO Satya Nadella in a post on September 12, 2025, asking, “What’s going on here?”

Later that same day, Microsoft posted the following from its official X account:

“We’re aware of the views expressed by a small subset of our employees regarding recent events. We take matters like this very seriously, and we are currently reviewing each individual situation. Comments celebrating violence against anyone are unacceptable and do not align with our values.”

GamesIndustry.biz has contacted Sony for comment on this story.



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September 18, 2025 0 comments
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As PlayStation physical game sales drop, it's no wonder Sony is pushing digital-only consoles
Game Reviews

As PlayStation physical game sales drop, it’s no wonder Sony is pushing digital-only consoles

by admin September 17, 2025



Sales of physical software accounted for just three percent of PlayStation sales last year, according to Sony’s latest corporate report.


Considering the company’s total gaming division sales in 2024 were 4,670bn yen (around $31.77bn by today’s conversion), Sony still made around $953m in physical software sales (as a rough estimate).


However, that number has dropped from six percent of sales back in 2020. It’s no wonder Sony’s PS5 consoles are primarily digital-only when fewer consumers are buying physical games, even with the option of a disc drive. Or has there been a decline in physical games because of the digital-only consoles? And with reports the PS6 will also be digital-only with an optional disc drive, it’s a trend that’s only set to continue.

Astro Bot – Launch Trailer | PS5 GamesWatch on YouTube


By comparison, hardware makes up 24 percent of sales, though that’s a given considering the high cost of consoles – a price that keeps getting higher. That’s increased from 19 percent in 2020.


Digital software sales, meanwhile, account for 20 percent of revenue – a huge margin compared with physical sales.


Add-on content (DLC, effectively), accounts for 29 percent of sales, the biggest revenue driver of all. It’s no wonder, then, Sony is so keen to push live-service games – its report highlights the success of Helldivers 2, Destiny 2, Gran Turismo and MLB The Show, as well as noting the “eagerly awaited Marathon”.

Interestingly, the proportion of network services sales has dropped since 2020 from 17 to 14 percent (perhaps due to the rise in hardware sales). However, since 2022, monthly active users have increased 14 percent to 124 million accounts in 2024.

Image credit: Sony


Another reason for the lower physical software sales last year could be the limited number of first-party games released, which tend to be bought more as physical editions. Astro Bot was the company’s biggest release last year, which sold 1.5m in its first month, but it was otherwise a quiet year.


PlayStation’s decline in physical game sales parallels Nintendo’s struggles with Switch 2. As game sizes have increased, it’s become more difficult to squeeze them onto physical media – that’s why Switch 2 uses game key cards that act as a key for a download. But with digital storage at a premium, it means massive games like Final Fantasy 7 Remake will take up huge amounts of capacity.



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September 17, 2025 0 comments
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Sony Bravia Projector 7 on table with laser turned on
Product Reviews

Sony Bravia Projector 7 review: a brighter and better entry-level Sony 4K projector

by admin September 13, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Sony Bravia Projector 7 : One minute review

The Sony Bravia Projector 7 (VPL-XW5100ES) joins Sony’s projector lineup following the Bravia Projector 9 and Bravia Projector 8. It’s the cheapest of the three but still comes in at a staggering $9,999 / £6,999 / AU$13,999. Compared to popular consumer projectors like the $2,999 Hisense C2 Ultra, that is a huge leap. But the Bravia Projector 7 is specialty hardware designed for die-hard cinema fans with plans for a robust home theater, and in that context, it’s fairly priced.

Like other higher-end examples of the best projectors, the Bravia Projector 7 is somewhat simple – it’s just a projector. There’s no Google TV or other streaming platform built in, and there’s no sound system or even audio output ports. The few ports the Bravia Projector 7 does have are a pair of 4K 120Hz-capable HDMI 2.1 inputs plus a smattering of ports used for custom installation.

Though it’s just a projector, it’s a truly excellent one. It has flexible optics with a wide zoom range as well as vertical and horizontal lens shift, making it easy to align the projection. The picture you’ll get on your screen is also stunning: bright, colorful, and with the deepest black levels I can recall seeing from a projector.

While I’d love to see a wider color gamut and support for more HDR formats, these never felt like more than minor shortcomings during my time with the Bravia Projector 7, which never failed to impress. If you’re considering a projector for a dedicated, high-end home theater, it should be on your list.

  • Sony Bravia Projector 7 (HDR Black) at Best Buy for $9,999.99

Sony Bravia Projector 7 review: Price & release date

The Bravia Projector 7 features manual focus and zoom adjustments on its lens (Image credit: Future)

  • Release date: June 2025
  • Price: $9,999 / £6,999 / AU$13,999

The Bravia Projector 7 launch trailed behind the Projector 8 and 9, and though its price also trails behind those models, it is decidedly a luxury home theater product. The Bravia Projector 7 comes in at $9,999 / £6,999 / AU$13,999.

Sony Bravia Projector 7 review: Specs

Swipe to scroll horizontally

Screen sizes supported:

90-130 inches

Brightness (specified):

2,200 Lumens

HDR support:

HDR10, HLG

Optical technology:

Laser SXRD (Silicon Crystal Reflective Display)

Smart TV:

N/A

Connections:

2x HDMI 2.1, Ethernet, USB-A, RS-232C, D-Sub 9-pin, 3.5mm (12V trigger)

Dimensions (H x W x D):

18.3 x 18.59 x 7.88 inches

Weight:

15.4 pounds (7kg)

Dials on the projector’s top provide 71% vertical and 25% horizontal lens shift adjustments (Image credit: Future)

Sony Bravia Projector 7 review: Design & features

The projector’s connections include two HDMI 2.1 ports with 4K 120Hz and ALLM support (Image credit: Future)

  • Large footprint
  • No audio capabilities or smart TV
  • Flexible optics

The Bravia Projector 7 is a sizable home theater projector on the scale of the Epson LS12000 and BenQ W5800. This isn’t one of those compact lifestyle projectors, and it’s even larger than some of the ultra short throw projectors I’ve tested. The upside to this size is that the Bravia Projector 7 runs quietly, and it can still fit onto a (sizable) mantle or shelf at the back of a room, but it is better suited to ceiling mounting.

Thankfully, the Bravia Projector 7 is flexible about placement. The lens has a 1.6x zoom range, letting it shift from a modest throw ratio of 1.38 to a longer 2.21. It also has vertical and horizontal lens shift, offering 71% shifting vertically and 25% horizontally in either direction. You manually adjust focus and zoom using rings around the lens, and lens shift with a set of dials hidden under a small panel on the projector’s top.

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In addition to these optical adjustments, the Bravia Projector 7 supports digital keystone, though for a projector of this caliber, it’s worth just ensuring proper alignment.

On one side, the Bravia Projector 7 includes several controls in case you misplace the remote control. There is also a series of ports, though most of these are for professional features, like networking and special triggers. Two HDMI 2.1 ports will accept a 4K 120Hz input, but these are for video input only. Neither offers eARC to pass on an audio signal. And with no other form of audio output, the projector doesn’t play well with streaming sticks or even some home theater PCs if they lack a quality audio output of their own.

The Bravia Projector 7 includes a large remote control with a fully backlit keypad. It includes buttons to access preset picture profiles, along with sharpness, brightness, and contrast. A large directional control is also built into the remote and includes a toggle to let the projector display a test pattern to help line up and focus the picture.

  • Design & features score: 4/5

Sony Bravia Projector 7 review: Picture quality

Image 1 of 3

The Bravia Projector 7’s picture is characterized by crisp 4K detail and deep blacks(Image credit: Future)(Image credit: Future)(Image credit: Future)

  • Bright and sharp picture
  • Deep blacks
  • Support for 4K 120Hz

Inside, the Bravia Projector 7 is built around a laser diode light source and features a native 4K SXRD optical system. While it’s still not quite on the level of triple-laser projectors for color gamut coverage, the picture is still simply stunning. As much as I’d love to see that extra bit of color, the quality is otherwise the best I’ve ever seen.

Blacks on the Bravia Projector 7 are simply exceptional. I can’t recall another projector I’ve seen that so thoroughly sank into darkness when displaying shadows. Letterbox bars presented by the Bravia Projector 7 looked so dim as to be indistinguishable from the surrounding walls, which were only illuminated by the light bouncing around the room from the projector itself during my evaluation. The Bravia Projector 7 has such good black levels that you will really want to invest in some light-absorbing materials or dark paint to reduce reflected room light’s impact on the picture.

The projector also gets bright enough for various uses in the daytime, even with daylight coming in through multiple windows. Cartoons, bright video games, and even web-browsing were all possible. You won’t want to watch darker content in this environment, though. But given this is a projector intended for a specialized viewing setup, I don’t think a few blackout curtains would be a tall order.

Basic adjustments and menu nav controls are located on the side (Image credit: Future)

The Projector 7 uses Sony’s XR Processor for projector, and the resulting image is fantastically crisp, with the optics making even fine text appear clear from edge to edge. And that includes objects in motion. Panning shots looked fluid, avoiding stuttering and judder but also artifacts such as the soap opera effect that plagues many systems trying to smooth motion. The Bravia Projector 7 was also happy to game at 4K 120Hz, with smooth visuals and only faint ghosting, and its ALLM feature ensured any input lag was negligible.

Even though the HDR support doesn’t go beyond HDR10, the Projector 7’s XR Dynamic Tone Mapping provides features to enhance the look of HDR content, including three selectable tone mapping modes. An XR Deep Black feature also contributes by ensuring blacks look deep and highlights get maximum brightness punch. For example, when the earth ships decelerate as they approach Pandora in Avatar: The Way of Water, the picture looked simply stunning with the deep black of space contrasted with brilliant flames.

  • Picture quality score: 4.5/5

Sony Bravia Projector 7 review: Value

(Image credit: Future)

  • High price tag
  • Price is still competitive for category
  • Performance equivalent to competition

The Bravia Projector 7 is expensive, and you are only getting a display for the money with no speakers (or a way to output audio to speakers), and no smart platform for streaming. That may be a tough pill to swallow for some, but the Bravia Projector 7 isn’t meant for someone who wants anything less than a masterful home theater setup. And the display that you’re getting is a truly exceptional one.

There’s no getting past this being a big investment, both for the projector and for all the other elements you’ll need to make the most of the Sony Bravia Projector 7. And there are plenty of projectors that won’t look half bad next to the Bravia Projector 7 while being way less expensive.

So while it’s tough to say the Bravia Projector 7 is a great value, that still can’t undercut its greatness. And the truth is, the Bravia Projector 7 is still a bargain next to some, like the Epson QL7000, and it’s a comparably priced and worthy rival to the JVC DLA-NZ700.

Should I buy the Sony Bravia Projector 7?

(Image credit: Future)Swipe to scroll horizontallySony Bravia Projector 7

Attributes

Notes

Rating

Design and features

Fairly huge, but it’s smartly designed, and the adjustable optics allow for positioning flexibility

4/5

Picture quality

The picture quality is absolutely brilliant, and I haven’t seen such a deep black from a projector before. Its ability to run at 4K 120Hz for gaming also adds to the experience

4.5/5

Value

It’s not cheap, but the picture is great and the price is comparable to some of the other dedicated home theater projector options out there

3.5/5

Buy it if…

Don’t buy it if…

Also consider

Swipe to scroll horizontallyComparison: projectorsHeader Cell – Column 0

Sony Bravia Projector 7

Epson Pro Cinema LS12000

Hisense C2 Ultra

JVC DLA-NZ700

Price:

$9,999

$5,000

$2,999

$8.999

Screen sizes supported:

90 to 130 inches

50 to 130 inches

65-300 inches

30 to 150 inches

Brightness (specified):

2,400 lumens

2,500 lumens

3,000 lumens

2,300 lumens

HDR support

HDR10, HLG

HDR10, HDR10+, HLG

Dolby Vision, HDR10+, HLG

HDR10, HDR10+, HLG

Optical technology:

Laser SXRD

Laser 3LCD

RGB Laser DLP

Laser D-ILA

Smart TV:

n/a

n/a

Vidaa OS

n/a

Connections:

2x HDMI 2.1

2x HDMI 2.1 (1 with eARC)

2x HDMI 2.1 (1 with eARC)

2x HDMI 2.0

How I tested the Sony Bravia Projector 7

  • Tested at home in multiple, real-world viewing conditions
  • Presented the display with a variety of media and formats
  • I have tested numerous projectors and displays over the last half-decade

I tested the Sony Bravia Projector 7 at home, in real-world conditions. This saw it faced with ambient light coming in from numerous windows, and in-room lighting,. The projector was tested both against a bare, white wall and an Akia Screens CineWhite screen. It was presented with streamed content, HDR and non-HDR, and PC gameplay.

My testing evaluates the projector’s performance with respect to its price and competition from other models I and colleagues at TechRadar have tested.

I have been testing projectors since 2021 and displays for even longer.

Sony Bravia Projector 7: Price Comparison



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September 13, 2025 0 comments
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Sony launches new PlayStation parental control app
Esports

Sony launches new PlayStation parental control app

by admin September 12, 2025


Sony has launched the PlayStation Family App, a new dedicated parental control mobile app for Android and iOS devices.

Announced in a PlayStation Blog post on September 10, 2025, the PlayStation Family App includes the current parental controls available on PS5 and PS4, such as managing age restrictions and playtime settings, alongside several new customisable features.

Through the app, parents receive real-time notifications on when their child is playing PlayStation, allowing them to approve or deny restricted games and requests for extra playtime at the touch of a button.

The PlayStation Family App also allows parents to set daily playtime limits and manage spending activity by setting a monthly spending limit for PlayStation Store purchases.

Content filters and social interactions can be managed through the app, too, as parents can customize privacy settings, manage social features, and configure age-appropriate content via their mobile device. The app also offers age presets, which apply recommended settings for your child’s age group.

To provide a more overarching view of a child’s activity and playtime, app users also receive daily and weekly activity reports to review at a glance.

The PlayStation Family App is available to download for free in “most markets” now, but is only compatible with iOS version 14 and Android 8 or higher.

“We’re excited to bring an easy way for parents to manage their children’s gaming directly from their mobile devices,” Cory Gasaway, VP of product management at Sony Interactive Entertainment, wrote in the blog post.

“This is just the beginning with our new mobile app – we’ll plan to continue adding enhancements to PlayStation Family app to evolve the experience over time.”



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September 12, 2025 0 comments
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How Sony saved Sword of the Sea
Esports

How Sony saved Sword of the Sea

by admin September 10, 2025


Giant Squid released its third game, Sword of the Sea, in August this year, following on from Abzû in 2016 and The Pathless in 2020.

The game, which sees the player surf-gliding across rolling dunes and icy mountains, has been met with a warm critical reception. Eurogamer awarded it five stars, while GamesRadar called it “simultaneously exhilarating and meditative”, and the PlayStation 5 version of Sword of the Sea currently boasts a ‘generally favorable’ score of 88 on Metacritic.

While the connection with the company’s previous games is all over Sword of the Sea, for creative director Matt Nava – who co-founded Giant Squid in 2013 – this release also marked an important homage to Thatgamecompany’s Journey, on which he served as an art director.

“What I’m really happy about is that the messaging has been clear and people have understood how it’s connected, and that they’ve reacted in a way that is positive about that. That’s very satisfying,” Nava says, smiling over our video call.

Similarities between Journey and Sword of the Sea, however, extend beyond their shared love for hyper-smooth movement and ambiguous storytelling.

“It’s fantastic that Sony has a dedicated group of people that really care about the artistic aspect of the medium”

While the development costs of Sword of the Sea never pushed the studio to bankruptcy, like Journey did with Thatgamecompany, both projects were ultimately saved by Sony’s trust in the process (along with some self-funding in the latter case).

“We wouldn’t be here without them, even before this game,” Nava remarks. “But on Sword of the Sea specifically, we were able to work with [Sony] directly. Halfway through development – as it usually goes – you need a little more cash to get it out the door; things take longer than you think [they will] and you need that extra funding.”

The much-needed financial lifeline emerged in the form of PlayStation Indies, one of Sony’s many initiatives dedicated to “spotlight and support the best of the best indie games.”

Since the program’s launch in 2020, more than a dozen indie titles, including Pacific Drive, Recompile, and Maquette, have received support and funding from Sony.

“It’s just fantastic that Sony has a program like that. [That] this big, powerful company has a dedicated group of people inside that really care about the artistic aspect of the medium,” says Nava.

Becoming a PlayStation Indie

This belief in the artistic vision of Giant Squid “by a couple of individuals” over at PlayStation Indies, then, was the push that helped Sword of the Sea to see the light of day.

“They were able to help us by collaborating with the PlayStation Plus team. They’re different parts of Sony, but they communicated with each other, and they were able to say, ‘Okay, we’ll pitch in. We’ll cover this.’,” Nava explains.

Getting backing from the PlayStation Plus department, which requires a lot “of planning and shifting around [in order to] make sure it works with the other” titles, Nava adds, doesn’t come without certain obligations.

As part of Giant Squid’s deal with PlayStation, Sword of the Sea was to become a PlayStation Plus day-one title, instead of being published independently.

According to the creative director, trading a measure of independence for that critical polish time can be a double-edged sword.

Image credit: Giant Squid

“On the one hand, you’re giving away the game for free to all these people who are already subscribed. But at the same time, way more people are playing it – you’re getting more eyes on the game. And that’s tremendously valuable as well,” he says. “You never know how that balance is going to play out for you and your specific game. It can help you, [or] it can hurt you.”

Although there’s little information on whether all PlayStation Plus day-one games get the same deal, Sword of the Sea was still self-published with additional publishing on Sony’s end. “It’s kind of hard to explain,” Nava begins.

“Technically, we self-published this game. That let us directly control the storefronts and have a lot of control in the marketing in a way that we hadn’t done before.”

While he didn’t specify exactly how much time this deal afforded Giant Squid’s roughly 20-person team, Nava calls the partnership with PlayStation Plus a “learning process.”

“It was really wonderful for us because that extra control helped us in the final moments of getting this game out the door. We were able to do some crazy tricks and get some fixes at the last second. And, man, it saved the game.”

Working against the clock

There’s perhaps no saying in the game development biz possibly erroneously attributed to Shigeru Miyamoto’s famous, “A delayed game is eventually good, but a bad game is bad forever.”

And while exceptions like No Man’s Sky and Cyberpunk 2077 prove that years of post-launch work can work as a redemption arc, most smaller studios – Giant Squid included – don’t have that kind of luxury. They have to make every second count, even when time works against you.

For Nava, this rings true even after a decade-plus experience leading a studio and three successfully published titles.

“Every game I’ve worked on, it’s been an act of faith from everybody involved to believe that it will become great. At the beginning, it’s so simple: you don’t have all the parts, and you’re kind of saying, ‘Okay, you have to imagine [how] to fill in the blanks.’ And then at the very last second, you get the whole thing for the first time – you get to see it all together.

“Now [that] you can see the whole experience, that lets you tune it up holistically. And [during] that final period, you can [make] big changes. You can manipulate the broader experience with the knowledge of how the game feels altogether.”

Nava continues: “You’re also at the peak of your ability to build the game. You know how to build this game because you figured that out. You’re completely empowered. But then the only thing you don’t have is any time. You have to fight to get time at the end, so that when you have that knowledge and holistic understanding, you can make those sweeping changes.”

One of those changes, Nava recalls, was fixing Sword of the Sea’s cutscenes that were always put off because of more immediate polish work on the game’s mechanics.

“For a very long time, the fog in these scenes [were] all the wrong colour,” he remembers. “There’s a scary scene, and it’s supposed to be misty and spooky-looking. But for a long time, it was very clear. It looked like a gorgeous sunset.”

Naturally, Nava likens the final push to reach “the level of polish [they] all dreamed of” to Journey, whose final, long-overdue version left three of 25 play testers crying, according to ThatGameCompany’s Jenova Chen (who recently spoke with GamesIndustry.biz about company’s transmedia goals).

“With Journey, we were able to do that. But that game was rough until we did that. It was a chore. And then it finally came together in a really nice way. Sword of the Sea got the time like that, too, [but] just barely,” Nava remembers. “Just coordinating that last push… it was a lot that we got it.”

Rolling with the punches

Navigating ‘co-publishing’ with PlayStation after bringing the studio and the project back from the financial brink was an important lesson for Nava. But so was adapting to a post-COVID industry, which completely reshaped how both AAA and indie studios around the world approached making games.

“We had a little bit of experience working remotely,” he says, referencing the final stretch of The Pathless’ development.

“But starting a project is very different than finishing one. When you’re finishing it, everybody knows exactly what they’re trying to do, and they have a very clear deadline. The beginning… I don’t know what this is yet. That was where we had to learn just how we kind of ideate and come up with new ideas together if we’re not in the same room.”

While Nava and the team were able to complete Sword of the Sea under one roof, for many Giant Squid employees, starting a new project in the midst of the pandemic was just as unfamiliar and terrifying as it was for the game’s creative director.

Image credit: Giant Squid

It wasn’t simply a matter of adapting to new tools or adding Zoom meetings to make up for the lack of in-person brainstorming sessions – it came down to Giant Squid adjusting to the new reality of remote work.

“It took us a while to figure that out. It came down to [the] way we thought about the work. How we made sure everybody had something to do and they would, even without having to talk to anybody, know where to go next. [We] made sure everybody has the game plan,” says Nava.

In many ways, the current situation in the games industry is more terrifying than it was at the start of Sword of the Sea’s development in 2020, in the midst of a pandemic. According to video game artist Farhan Noor’s layoff tracker, there have been an estimated 38,000 layoffs in the industry since the start of 2022: so how is this industry turbulence affecting Giant Squid’s next steps?”

“It’s something that we’re always thinking about,” Nava admits. “The process that you have at these kinds of studios is that you get that funding, you spend it all as you make the game. And now, at the end, the game hasn’t made enough sales yet to bring in cash because all of the funding people have to recoup first.

“So there’s this little gap where you’re like, ‘How do we keep this show on the road?’ Is there another way to approach this so that we can achieve this thing that we’re doing more sustainably?”

He concludes: “What’s important to me is this core team that we’ve managed to keep together. I’ve just got to keep those people together. So I’m trying to figure out how to make it work. And every time we do it, I think about what was really tough about that.”



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Sony LinkBuds Open buds next to charging case
Product Reviews

Sony LinkBuds Open review: plenty of bass and awesome features, but at quite some cost

by admin September 10, 2025



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Sony LinkBuds Open: two-minute review

The Sony LinkBuds Open are yet another contender in the trendy and ever-expanding world of open earbuds – but they still stand out from the crowd.

This model succeeds Sony’s first attempt at open earbuds, which launched three years ago now, and combines a slightly unorthodox design with a broad feature-set, tuneable audio, and modern controls. With a price of $199 / £149 / AU$249.95, though, there’s a lot of expectation on Sony’s latest open buds – so, can they hit all of the right notes?

Well, I’ll start by talking about my first impressions out of the box. As soon as I unboxed the Sony LinkBuds Open, I was struck by their unusual yet enticing looks. Unlike a lot of the best open earbuds, these adopt neither the clip-on nor the hooked designs that most of their competitors adopt. Instead, each bud has a ring-shaped driver, which lets ambient sound in easily. The batteries are housed in an orb-shaped casing, and wings are attached to these for a more secure in-ear fit.

I’m a fan of the ring-shaped in-ear components – these fit nicely and let in ambient noises without a hitch. Admittedly though, the spherical exterior looks a bit clunky, and although the wings ensure a pretty secure fit, they felt a little peculiar in my ear, which took comfort levels down a bit for me personally. Overall, these should still feel fine in-ear for a few hours, but there are comfier alternatives out there, like the Apple AirPods 4 with ANC, for instance.

Something I loved was the charging case. The white color variant has a glossy, marble-like appearance and I appreciate the attention to detail here. It’s worth noting that you can also grab these buds in Black or Violet – the latter being a special edition produced in collaboration with singer Olivia Rodrigo.

Another thing that really impresses me about these buds is their feature-set, which is bursting at the seams with user-friendly goodness. There’s multi-point connectivity, 360 Reality Audio support, voice assistant integration, and services such as Spotify Tap – all accessible via Sony’s Sound Connect app.

But there’s more! There’s customizable, and surprisingly effective touch controls, DSEE upscaling for lower-quality music files (still looking at you, Spotify), and depth-filled EQ options. There’s Find Your Equalizer – a gamified way to uncover the best tuning for you – as well as presets and a five-band custom option. Combine that with Scene-based listening, head gesture controls, and a wearing condition check-up, and you’re looking at a highly talented pair of buds.

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Still, it’s worth flagging that some competitors offer features that have been omitted here. There’s no active noise cancellation – something you’ll spot on a model like the Edifier LolliClip or Honor Earbuds Open – though you probably want to hear your surroundings clearly if you’re buying open-style earbuds. There’s also no LDAC, Sony’s ‘hi-res’ Bluetooth audio codec, but again, the open design here does limit audio capabilities.

Finally, there aren’t any health monitoring options – think a heart rate or blood oxygen tracker (you’d need to look to the Beats Powerbeats Pro 2 for that). But still, you have plenty to play with on the LinkBuds Open, and the companion app is super easy to use.

(Image credit: Future)

  • Sony LinkBuds Open (White) at Amazon for $119.99

A quick note

When I started testing the Sony LinkBuds Open, I encountered some issues, such as a rattling noise in one bud and connectivity issues. Thankfully, we were swiftly presented with a fresh, fully functional unit, but for transparency’s sake, I wanted to flag such quirks. These issues have not influenced my final scoring of the model.

By now, then, you must be wondering how the LinkBuds Open sound. Well, I have mixed feelings about this model. Firstly, it’s worth pre-empting this by emphasizing that an open design means a likely hit to audio fidelity, and typically weaker bass response than you’d expect from earbuds with a seal or over-ear headphones, for example.

Still, I was relatively impressed with the low-end performance of the LinkBuds Open. I tried listening to AAAAA by Kiefer with EQ set to ‘Off’ (flat), and found that the bass rippling through the track was meatier than what the impressive SoundCore AeroClip could offer with default tuning. Was it the cleanest low-end replication I’ve heard? Well no.

In Stepping Out (feat. $Ha Hef) by Jay Worthy and LNDN DRGS, the funky bassline clashed slightly with vocals, which didn’t have quite enough space to breathe. Meanwhile, the palpable sub-bass is pretty understated in The Boys Are Back In Town by Yung Gravy – though that’s almost to be expected from a pair of open-ears given their technical limitations.

Elsewhere, highs sounded pretty prominent out of the box – but perhaps a little too prominent at times. On occasion, sounds in the treble-frequency edged towards the harsh side of things – though this can be remedied with EQ adjustment in the Sound Connect app.

It’s in tracks more focused around vocal performances, then, where the LinkBuds Open truly shine. For instance, when tuning into Déchire la Toile by Lorien Testard and Alice Duport-Percier, gliding keys and emotive vocals sounded clear and controlled, with a pleasing openness to the sound creating a decently immersive listen. Even at higher volumes, there was a solid level of detail on display, though my colleague did note significant sound leakage – not ideal if you’re in the office or on public transport.

All in all, you won’t get that perfectly balanced, beautifully layered audio – and you might want to tinker with that out-of-the-box sound profile. But for a pair of open earbuds, the LinkBuds Open are certainly solid in the audio department, with generally clear, weighty sound.

A few final notes on this open-ear option from Sony. Firstly, you get a pretty standard serving of playtime. You should get around 8 hours from the buds alone, plus an additional 14 with the charging case. During my testing, I found this to be about right – putting them about on-par with modes like the aforementioned Soundcore AeroClip.

And one more thing: there are optional fittings that you can purchase to customize the LinkBuds Open to your liking. These include multi-colored covers for both the buds themselves and the charging case, if you really wanna jazz things up. This level of customizability is admirable, but you’ll have to spend extra to access it.

In the end, then, can we say that the LinkBuds open hit all of the right notes? Not quite – but they still put on a good show. I’m not totally sold on their design and sonically, they’re not as strong as some wireless buds in the same price-range. But still, commendable mid-range performance, fairly meaty bass given the design and lots of EQ options kept me satisfied overall.

Unfortunately, there’s one area where these buds fall down for me: their cost. They’re very pricey for open ears, which already come with some compromises in terms of audio. So, even though they have a deep feature-set and secure in-ear fit, this model’s not quite a slam dunk. If you’ve got a good amount of cash to splash on some open earbuds, these may well be worth checking out, but otherwise, I’d suggest taking a peek at my other recommendations in the ‘Also consider’ section.

Sony LinkBuds Open review: specs

Swipe to scroll horizontally

Waterproof rating

“IPX4 equivalent”

Battery life

8 hours (earbuds); 22 hours (with charging case)

Bluetooth type

Bluetooth 5.3

Weight

5.1g (per bud); 30g (charging case)

Frequency range

20Hz-20kHz

(Image credit: Future)

Sony LinkBuds Open review: price and release date

  • $199 / £149 / AU$249.95
  • Launched in October 2024

The Sony LinkBuds Open – or Sony LinkBuds Open WF-L910 as they’re sometimes listed – released at the end of 2024. They have a list price of $199 / £149 / AU$249, which is by no means cheap for a pair of open-ears, though nowhere near as steep as the Bose Ultra Open Earbuds, which launched at $299 / £299 / AU$449.95.

On top of that, I’ve already spotted these on sale in some territories. For instance, they’ve dropped to under £130 / AU$250 on Amazon at the time of writing. You can pick the LinkBuds Open up in a variety of colors, including Black, White, or Violet. The latter is a collaboration with singer Olivia Rodrigo, and includes custom EQ options which were tuned by the artist and her producer.

(Image credit: Future)

Should you buy the Sony LinkBuds Open?

Swipe to scroll horizontally

Attributes

Notes

Rating

Features

Wide suite of features and awesome in-app experience.

4.5/5

Sound quality

Generally solid for open ear sound, imperfect yet fairly meaty bass, clear mids.

3.5/5

Design

Not the most elegant looking, just OK comfort, but secure fit and appealing case.

3.5/5

Value

Despite good overall performance, these are expensive against similar quality rivals.

3/5

Buy them if…

Don’t buy them if…

Sony LinkBuds Open: also consider

Swipe to scroll horizontallyHeader Cell – Column 0

Sony LinkBuds Open

Anker Soundcore AeroClip

Huawei FreeArc

Price

$199 / £149 / AU$249.95

$129.99 / £129.99 (about AU$210)

£99.99 (about $130 / AU$210)

Waterproof rating

“IPX4 equivalent”

IPX4

IP57

Battery life

8 hours (earbuds); 22 hours (with charging case)

8 hours (earbuds); 24 hours (with charging case)

7 hours (earbuds); 23 hours (with charging case)

Bluetooth type

Bluetooth 5.3

Bluetooth 5.4

Bluetooth 5.2

Weight

5.1g (per bud); 30g (charging case)

6g (per bud); 42g (charging case)

8.9g (per bud); 67g (charging case)

Frequency range

20Hz-20kHz

20Hz-20kHz

20Hz-20kHz

How I tested the Sony LinkBuds Open

(Image credit: Future)

  • Tested across the course of multiple weeks
  • Used in the office and while out and about
  • Predominantly tested using Tidal

I tested the Sony LinkBuds Open over the course of multiple weeks while in the office, at home, and out on walks.

For the most part, I listened to music with the buds via Tidal, though I occasionally dipped into a few tracks on Spotify. During testing, I made sure to run through the TechRadar testing playlist, which features tracks from a range of genres. I also listened to songs from my personal library.

Where appropriate, I compared the LinkBuds Open against rival models, such as the Anker Soundcore AeroClip, which helped me to assess aspects like audio performance and comfort.

  • First reviewed: September 2025
  • Read more about how we test

Sony LinkBuds Open: Price Comparison



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Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic
Game Reviews

Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic

by admin September 6, 2025


“There was a big thing where Sony didn’t like the game when we released it,” Until Dawn creative director Will Byles recalls. “They really hated it in fact, and pulled all the marketing. It was really frustrating.”

It wasn’t the reception Until Dawn studio Supermassive Games was anticipating after spending half a decade developing the now-beloved cinematic horror game, but any concerns Sony might have had were quickly forgotten. When Until Dawn launched in August 2015, it was a critical and commercial hit, scaring up a legion of fans and even winning a BAFTA. Ten years later, Until Dawn is now rightfully considered a modern horror classic, fondly remembered both as a bold experiment in storytelling and a hugely entertaining game in its own right – one that still holds its own today. And with its tenth anniversary now here, we sat down with Byles to discover how it all came to be.

1.

Byles’ career had already been an eventful one by the time he joined Supermassive Games in 2010. He’d started out as an artist before moving into theatre as an actor, director, and prop maker, and it was his skill in model making that eventually took him down a different path toward animation, initially under the guidance of Paddington and Wombles animator Barry Leith, then at famed Wallace and Gromit studio Aardman.

It was a journey that would lead to computer animation and, later, a stint at EA, where Byles – then serving as art director on Battlefield – began dreaming about what else games could be. “I could see a future inside gaming that was more than just hardcore design and much more about the aesthetics, the storytelling, the narrative and beauty of it,” says Byles. And then came developer Quantic Dreams’ Heavy Rain.

Until Dawn creative director Will Byles. | Image credit: Will Byles

“There wasn’t anything really like it out there,” Byles recalls. “Sony, quite bravely I think, went: let’s give that a go, [and] it came out and got a great reception.” It was a success Sony was keen to replicate, and so it approached Supermassive, then a second-party studio, with an idea. “They said to [co-founder Pete Samuels], ‘Can you make a game like this as well?’, and Pete said, ‘Not right now, but I know a man who can.'” And that was where Byles joined the story.

Supermassive’s first attempt at an interactive drama was, by Byles’ own admission, ambitious to the point of unworkable. “It was a non-UI [game] where everything you did was basically a choice all the way through. And it had a sort of adaptive way to deal with stuff; if you wanted to open a door, you could just walk up to it. But [there was] a modifier so if you held the stick forward, you’d basically kick it in… But when we built a prototype, you didn’t know those choices were happening, they just were happening all the time. So that invisibility became its own worst enemy… We pitched to [Sony] which they really liked, but they ultimately said, ‘Listen, it’s a bit too complex.'”

Meanwhile, another project within Sony was struggling to coalesce. “They’d already started making it in Sony’s London Studio and it had problems,” explains Byles. “[So Sony said], ‘Given you’re doing this kind of interactive story stuff, why don’t you have a look at that?'” And that was how Supermassive inherited the game that would eventually become Until Dawn. Known as Beyond, it was a first-person horror title designed for PlayStation 3’s Move motion controller that told the story of a masked killer terrorising a group of teenagers at a snowy ski lodge.

“The way you played it was with a flashlight [mapped to Move],” recalls Byles, “and you had a bunch of QTEs and stuff. There were some great things in it, some quite clever ideas, but it was very literal, and the story was a difficult sell… It was very dark. One of the girls had got pregnant by her boyfriend the year before and had an abortion because she’d spoken with some of her friends. And then this boyfriend had decided to kill everybody who was involved in it. So [Sony] gave us this and said, ‘Listen, please just rewrite this and do something with it because it’s not working [and] we’d really like to push this to another level.’ So I rewrote the whole thing.”

Until Dawn as it would eventually look five years later. | Image credit: Eurogamer/Supermassive Games

Supermassive’s work on Until Dawn, then still planned for PS3, began in 2011, with Byles drafting a 100-page story treatment charting the game’s journey – minus the branching narrative that would come to define it – from beginning to end. “If that works then that’s a starting point,” he explains. “But if it’s not an engaging story, you start again.” The essence of London Studio’s original idea, though, remained. “It was definitely not [a case of] throwing the baby out with the bath waters,” says Byles. “There were a few names we kept, the balance of eight teenagers, the teen horror… And I personally really like [the mountain] aesthetic. But we really pushed it to a very different level, to a self-aware sort of Scream style… where we started off as one thing, this teen slasher, but switched it around so that’s not the thing at all.”

Byles describes Supermassive’s vision for Until Dawn as a “deliberately pitched” teen horror. “Once it’s up and running,” he elaborates, “it starts to kind of unravel a little bit. A lot of it was designed to really foil your expectations, [so] we intentionally made all the characters very primary coloured to start off with, like a sort of teenager’s facade. [At that stage in life], your biggest worry really is about who you are; we wanted everyone to be at the pinnacle of self-actualisation with all their own little demons and [then, as their survival instincts kick in] start pulling bits away [until they’ve] become a more realistic, genuine person. There was a lot of that, trying to start it off from this position of not ridicule but certainly, ‘We know we’re not a serious horror film-stroke-game.'”

“It’s very difficult working with a publisher on subjective storylines, because everybody above a certain level has got feedback [and] you really do end up in a committee level of story writing where almost nothing from the original has stayed.”

For Byles, though, Until Dawn’s narrative – which gradually swaps classic slasher tropes for more cryptozoological concerns – wasn’t just about subverting audience’s expectations. “I was actually very deliberate in making sure there wasn’t a psycho hitting people,” he says. “A very lazy way of giving jeopardy is putting somebody who’s mentally ill into a position of killing people… I’ve had close relationships with people who’ve struggled with mental illness and I thought, ‘I’m not going to be part of something that’s perpetuating a level of stereotyping.’ [The character of Josh] is suffering badly from the trauma of losing his sisters and is reacting to it in a way that’s maybe not quite proportional, but he certainly isn’t murdering people.”

Another storytelling rule the team adopted came not from movies but rather Byles’ frustration with Heavy Rain. “There’s a bit in the typewriter shop,” he explains, “where you’re playing as the detective and they murder somebody. It happens outside of you knowing it and from then on you don’t know you’re the murderer. And it really annoyed me… that wasn’t just a bit of misdirection, it was an absolute lie. That was being disingenuous. So we had a rule that no player character could know anything of pertinence the player didn’t know.”

Larry Fessenden and Graham Reznick promoting Until Dawn. | Image credit: Will Byles

With the narrative groundwork laid, Supermassive turned to renowned horror filmmakers Larry Fessenden and Graham Reznick to develop Until Dawn’s initial story outline into a full, and more genre-authentic, script. “It’s very difficult working with a publisher on subjective storylines,” Byles explains, “because everybody above a certain level has got feedback. And that ultimately makes things insanely difficult, even more so when it comes to script and dialogue, because you really do end up in a committee level of story writing where almost nothing from the original has stayed; you’ve ended up with this sanitized, bowdlerised version.”

“So, we made a point of going to find film writers, in a way to try and avoid those conversations over the scripts. We just said, ‘Listen, these people make horror films all the time… whatever they come up with, effectively that’s okayed. No one’s allowed to say it’s not unless it’s broken something, unless it’s breaking the law, or whatever. And then we can have a conversation.'” The hope, ultimately, was that the approach would result in a slightly more sophisticated script than those typically seen in video games at the time.

2.

With Until Dawn’s story pieces in place, Supermassive could start building them out into a game. And while its status as an interactive drama meant player choice was already a given, the team was keen to take things further. “We asked ourselves right at the very beginning really, what’s the important thing in a horror movie? And one of the big things is jeopardy. But in video games, you didn’t really have jeopardy because you could just start from where you left off… So we threw in a rule that everybody can live and everybody can die, [and that] you couldn’t go back… because otherwise death was basically just a failstate rather than a story element. We didn’t want any of that. We wanted [the story] to literally change as you went on.”

As Byles recalls, that immediately made choices more consequential, “because if I die and I’m playing Ashley, and I like Ashley… I’m going to be really, really upset… so that whole thing set up a level of consequence and tension we didn’t have [before].”

Until Dawn’s core cast of characters, and their respective performers. | Image credit: Will Byles

But arranging a story around characters who weren’t guaranteed to make it through to the closing credits brought its own complications, which Supermassive approached by developing a narrative structure Byles refers to as the “circles of destiny”. Essentially, this imagines the story as a wheel, with each character’s journey following its own ‘spoke’ from an outer starting place to a converging point in the centre.

“If one of them dies halfway through, the structure is still there,” Byles explains. “All these other spokes are still there. And as long as you meter those out… you can absolutely guarantee you’ll get to the end of the story with at least one or two of those characters just by writing it that way. But that doesn’t mean you haven’t got 50 deaths available up until that point.”

All of which left ample room for different player-driven permutations to Until Dawn’s story, but there were limits. “Ultimately, because you’ve got a finite budget,” says Byles, “the more branching you have, the less you can spend on any one particular branch. So it’s always going to impact the quality and the story. Stories can’t make themselves – they do need to be honed and engineered and worked out – so we had a rule… that if we came up with a really good idea and it was on a branch, the other branch had to be equally as good.”

As it happened, Supermassive’s aborted original attempt at developing an interactive drama for Sony had already taught the team a valuable lesson: that less is more. “We [originally] thought it would be more exciting to have this almost unlimited level of branching, and that’s really not the case,” Byles explains. “People want a really good story that you can control as you go through it… It turns out choices are much more about the appearance of the choice and the feeling you get when you make a choice than the choice itself.”

Byles points to developer Telltale Games’ celebrated The Walking Dead series – and its infamous “X will remember that” prompts – as a great example of this idea in action. “Often they didn’t make any difference,” he says, “but there was the awareness you had as a player like, ‘Shit, that feels like I’ve done something, but I don’t know that I want them to remember that'”. Similarly, Until Dawn’s Butterfly Effect alerts, which would appear in response to certain choices, were designed to imbue player decisions with a sense of weight and tension. “Just going to players, ‘Listen, that’s a thing now’, honestly made such a difference, [creating] that level of expectation and understanding of how consequential things were.”

Some choices are more impactful than others. | Image credit: Eurogamer/Supermassive Games

Not that every choice moment in Until Dawn was equally consequential. “Things happen from all of them,” Byles explains. “It’s just how much happens. I’m loath to say they didn’t [all] matter, but I’m also very aware that [some of them are] cursory. The number of actual Butterfly choices that really made a difference – whether people lived or died because of them – I think was nine in the entire game.”

As the team discovered, though, even choices that appeared minor on paper could weigh heavily on players’ minds. “There’s a funny thing,” says Byles. “As well as the… actual outcome [of a choice], there’s another outcome which we didn’t know about at first but that we now utilise a lot, which is the contextual outcome.”

“If you have a conversation with somebody who has just told you they hate you,” he elaborates, “every part of the conversation that follows is a different conversation regardless. It might be the exact same words and it might be performed in the exact same way, but fundamentally it’s a different conversation because you feel differently about it.”


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Among Until Dawn’s myriad choices, there was one branching path the team assumed only a few players would be foolhardy enough to follow – an assumption that proved almost comically wrong once the game hit shelves. In Chapter 9, shortly after learning Wendigos can mimic voices, Ashley hears her missing friend Jessica calling – and players are given the choice to either stick with the group or splinter off to investigate.

“Within a horror context, you stick with the others,” laughs Byles. “Of course that’s what you do. We thought, ‘No one’s going [to investigate]’, but we’ll put it in there anyway.” Supermassive even offered the option to rejoin the group shortly after, assuming players would soon regret their earlier decision. And finally, for those who’d pushed ahead regardless and suddenly found themselves dealing with a violently banging trapdoor, it implemented one last opportunity to turn back and avoid a messy end. “We thought by that stage maybe one out of a thousand would open that trap door,” recollects Byles. “It was 50/50. It was extraordinary!”

3.

While Until Dawn’s choice and consequence system provided a unique way to manipulate tension, its teen slasher trappings meant Byles – a life-long horror fan – and Supermassive could also delve deep into more traditional cinematic scares. “For years I wanted to make the scariest thing there is,” explains Byles, “and I did a lot of research on horror and fear; why some horror films work and some don’t; what goes on physiologically and emotionally. And it’s such an interesting area of creativity because fear is such an atavistic emotion [and] there’s a whole thing about managing that within a narrative.”

Fear can be manipulated through mood, through suggestion, and through other means – but the horror movie staple is, perhaps, the classic jump scare. “It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that,” explains Byles. “And Until Dawn has its fair share of jump scares – maybe a little too many for my liking; it’s a [method that’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that [but it’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“There’s a thing about fear… where you can’t be frightened for very long,” he continues. “Eyes dilate and all kinds of things happen to your vascular system, your nervous system. Your breathing changes and you go into a fight-or-flight response state, but that can only last a little while… because your adrenaline starts to drop; your body gets tired and wears itself out… So if you try to keep people frightened for 90 minutes [in a movie] or 10 hours in a game, you’ll fail 100 percent. What absolutely works is if you do that then let it fall away; add in levity, a bit of a love story, it doesn’t really matter as long as it’s not horror or frightening. Manipulating that is good fun to try and do, but I’d have a few arguments about that because ultimately it’s a subjective art form.”

In an effort to ensure its scares were hitting the mark, Supermassive eventually turned to science. “Galvanic Skin Response testing measures the electricity conduction in your skin,” Byles explains, “and the wetter it is the more conductive it is. They put a load of electrodes on your hands, and I think a couple on your head. As you play, an alarm sounds if you go into that arousal state of fear… You can literally watch it in real-time; a player will be walking down a corridor and a noise will happen, then suddenly the little graph peaks. And if you go into a really big scare, it goes off the charts. So it’s a really good way of saying, ‘Okay, it’s not subjective, it’s objectively scary amongst this cross-section of people.'”

Motion controls were also used to heighten tension. | Image credit: Eurogamer/Supermassive Games

As Byles recollects, there was one scare the team was particularly proud of, involving Chris, Ashley, and a locked basement door. “We purposely got it to a stage where it’s very, very tense, and [as Ashley opens the door] we stuck in an over-the-shoulder perspective and put players back in control… Only once they’d started moving forward did the actual ghost come out and scream in their face. It got everybody, but it took ages to design it in a way that made sure that [response] happened each time. It was definitely one of the more technical ones.”

Throw in the occasional splash of gore to complement the tension and scares (“Gross had to be the smallest [part of the mix],” says Byles, “otherwise it starts to become gratuitous and loses strength; it just becomes comedy”), and Until Dawn’s horror language had been defined.

Mike and Jessica’s long walk up the mountain. | Image credit: Eurogamer/Supermassive Games

To pull these disparate elements into a cohesive experience, Supermassive homed in on several key mechanics its designers could deploy between cinematic sequences: a choice for players to make, an action scene, or exploration scenes to give the story some breathing room. “It would be, ‘Okay, we’ve got the story, now where should we start putting these things?'”, Byles explains. And over time, the team established a structural rhythm that was intended to keep a balance between its interactive and non-interactive elements, and to ensure players remained engaged. “We tried to keep each [cinematic] sequence less than a minute long,” explains Byles, “less than a page basically, and if you got to two pages, you’d probably pushed it too far.”

As Byles recalls, some of Until Dawn’s more deliberately languid pacing initially proved contentious during development. “There was a lot of resistance to that,” he says, “especially chapter three, when Jessica and Mike are wandering up to the lodge; it takes around 25 minutes and almost bugger-all happens on that entire journey… Ultimately it’s just them having a chat… but we looked at other games like Life is Strange, and whilst it’s not horror, it’s very much about relationships and that’s more powerful than you think. Having access to that within horror became really a big deal. If you don’t care about the people, then you can have as much horror as you like. It doesn’t matter.”

A saucy – but not too saucy! – moment. | Image credit: Eurogamer/Supermassive Games

As for that other classic teen slasher staple, sex, Supermassive moved cautiously. “There’s a lot of underlying innuendo [in Until Dawn],” explains Byles, “and there’s obviously the scene where Jessica and Mike can both get down to their underwear… but we were very aware of the level of exploitative sexism that can happen inside these kinds of stories [even though that’s] part of the point of them, certainly back in the 80s. So we didn’t want to be puritanical about it, but we also didn’t want to be gross – it was a fine line.”

4.

Supermassive’s initial PS3 version of Until Dawn featured many core elements carried over from London Studio’s earlier Beyond – the first-person camera, for instance, and a control system built around pointing a Move-powered flashlight. But the release of PlayStation 4 in 2013 gave Sony and Supermassive an opportunity to take Until Dawn’s horror further, and that started with a shift to a third-person camera – something the team had already been tentatively exploring.

“There was a really annoying thing about being in first-person,” Byles recalls. “Having your light source going down the same axis as your viewpoint means you just get flat lighting; you get no side lighting, no rim lighting, no back lighting, and there’s no beauty to it. Every time we went to a cutscene, it was like, ‘My god this looks so much better’. The snow and the woods and the moonlight and the characters, it all looked great. So when Sony said, “Listen, let’s do this for PS4,” we went, “Okay, [but] we need to do it in third-person,” and they said yes.”

“The hard thing was making sure the player wasn’t lost inside that,” explains Byles, “keeping them oriented in the right way… it’s harder than a follow-cam first-person. Way harder. But there’s something potentially very scary about [a cinematic camera]; if I can frame what you can see, I can organise a scare or organise a level of tension just based on that.” Byles points to a carefully framed moment during Until Dawn’s seance scene, one of the few times a genuine ghost appears on-screen. “Beth is just standing in the background and almost no one sees it because we made a point of getting no one to see it.”

When you know you know… | Image credit: Eurogamer/Supermassive Games

The jump to PS4 would also, albeit more indirectly, herald the birth of one of Until Dawn’s most iconic elements: the unsettling psychotherapist Dr. Hill.

As Byles remembers it, the Hill scenes – where he addresses players directly in first-person, forcing them to make choices relating to their deepest fears – were not in the original PS3 design plan. “We went out to Gamescom in 2014 and we were really aware that the whole choice thing was very divisive,” Byles explains. “People were like, ‘What do you mean by choice? What’s going on with this? You’re not really branching.’ And there was a lot of scepticism around how it would pay off, whether it would make a difference. And the interface, that was a big deal… At the time, as far as I remember, the PS4 still allowed you to use the funny little triangle at the front as a Move controller, so you could make a choice with a joystick or without a joystick.”

Crowds gather to play Until Dawn at Gamescom. | Image credit: Will Byles

With all this in mind, Supermassive built a questionnaire-like level Gamescom attendees would need to complete before delving into Until Dawn’s demo proper. “It was about showing them how to make a choice,” Byles explains, “almost like a tutorial.” And to add a bit of thematic flavour, the team included choices such as whether players were more afraid of spiders or zombies. “[They] made no difference to the game whatsoever,” Byles notes, “but everyone [who tried the demo] thought they did; they thought it was going to slightly adapt their game, to make it more zombie-based if they’d chosen zombies. So, we came home with that feedback and it was like, ‘My god, this is interesting.'”

As it happened, the team had already been contemplating introducing a storytelling element that would enable it to address players directly – specifically to establish the idea that while past events couldn’t be changed in Until Dawn, its choice mechanics made it possible to influence what happens in the future. “And we thought, ‘Okay, this is quite an interesting format; we could tie it into Josh and his mental illness'”, says Byles.

“So it was at that point we decided to kind of fake a first-person perspective where, for a narrative reason, you were talking to a psychiatrist as yourself effectively, and within that you’d be asked a series of questions that would make changes in the game. So you might be attacked with a needle instead of gas if you said you were afraid of needles, or if you say you’re fond of zombies, Dr. Hill literally starts to rot, and he’s almost become a zombie by the end of the game. They were relatively cosmetic, but they were enough.”

Dr. Hill was a relatively late addition to Until Dawn. | Image credit: Eurogamer/Supermassive Games

The shift to PS4’s more powerful hardware also brought Byles closer to fulfilling another ambition. “I’m probably ultimately a frustrated filmmaker,” he explains. “I wanted to make Until Dawn as close to a film as we could get it.” And PlayStation 4’s increased oomph, in combination with Horizon developer Guerrilla Games’ Decima engine, gave the team at Supermassive the space to pursue a more cinematic ideal. “There was a lot of stuff that we could do that we wouldn’t normally have done before,” says Byles. “So, snow was very good, we got a lot of the new shaders that were suddenly able to be developed.”

“There’s a thing you learn in filmmaking very early on which is that you almost always stick a fog machine into a set before filming anything to give it depth,” he continues. “So, making sure everything in Until Dawn had that on a filmic level – the snow, the amount of dust particles – was huge for believability… and just the way we lit it too; even environments that perhaps aren’t the best looking can look amazing if they’re lit in the right way.” Supermassive even went as far as to give each character their own invisible lighting rig, orientated against the camera norms. This essentially functioned as a portable three-point illumination set-up, helping overcome environmental lighting limitations and enhance Until Dawn’s cinematic feel.

One of Until Dawn’s most ambitious elements, though, was its animation. “I decided I wanted to try and push [things] once we went to PS4,” says Byles. “So we talked to these guys called 3lateral in Serbia who’d been [developing techniques that] meant we could do ridiculously good facial animation for the time. Unbelievable facial animation that was as close to a film as possible… it’s 10 years old [now but] it still knocks the socks off a bunch of stuff today.”

Peter Stormare, Wolfie the dog, and a body performer during motion capture. | Image credit: Will Byles

To facilitate that process, Supermassive hired a mostly new cast when Until Dawn moved to PS4, keeping only a handful of actors – including Brett Dalton as Michael and Noah Fleiss as Christopher – from the PS3 version. These were complemented by new additions including Rami Malek as Joshua and Hayden Panettiere as Samantha – who was a well-known face at the time thanks to her role as the cheerleader in hit TV show Heroes. “We pushed for the names,” recalls Bayles, “[Sony] didn’t want names at all… but there was also a budget limit. Peter Stormare [who played Dr. Hill] was really expensive, so we could get him for a day, but we needed some of the people for a lot longer than that.”

“I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.”

Calling on his past experience in theatre, Byles directed Until Dawn’s cast himself. Recording sessions initially took place in LA in 2014, the core group of actors working through 40-50 pages of complex branching script each day. However, practical considerations meant the shoot was limited to capturing facial animation, while body capture happened later in the UK’s Pinewood Studios. These latter sessions utilised different performers, replicating the filmed moves of the original cast. “I now do everything together,” notes Byles, “because it kind of works out better, but in those days it was such a massive ask.”

Byles also believes his experience helped tease out performances that weren’t necessarily typical of games at the time. “Being an actor on stage is really scary,” he explains. “Being an actor in a motion studio is really scary. People don’t get how scary it is… You’re in a white box room studio; you’re in a leotard covered in dots; so unless you’re in good shape, if you’re anything other than buff, they’re not flattering. You’ve got a helmet screwed tightly to your head which can give you a headache and you’ve got to give a performance. It’s a hostile environment… and I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.

Byles directing Rami Malek during motion capture sessions. | Image credit: Will Byles

“What happens on a game shoot is a bunch of different directors turn up; there’s a performance director, there’s the creative director, there’s the audio director, there’s often the art director, and at the end of every take there’s a discussion and a bunch of feedback given by people who don’t really know how to direct actors. It’s really soul destroying for actors if they’re engaged in the part to be told, ‘Can you do it like this?’ Getting a good performance out of an actor is mostly allowing them to give a good performance as opposed to confining an actor to a very specific set of parameters you’ve decided you want.

“So, for instance, the big performance Rami Malik gave where he’s being dragged to be tied up, which is an extraordinary performance, was me just telling him what was going on beforehand and him just going for it. There are games out there that absolutely do it nicely,” adds Byles, “but the majority don’t… so that had never really been done in that way before and it allowed a subtlety of performance.”

Tying all this together, of course, was sound. To complement audio director Barney Pratt’s work, Supermassive turned to Jason Graves – who was working with Larry Fessenden’s Glass Eye film company at the time – to compose Until Dawn’s score. “He’s a great horror musician,” says Byles, “and if you listen to any of his other work, it’s really evocative. We were very much against going down the big orchestral route because… we’d strayed into mythology – the whole kind of indigenous population level of mythology – so we didn’t feel like we wanted to overly westernise it. We didn’t want to exploit it either. There was a definite conscious decision not to make it [sound] old-school Hollywood and in a way make it more like an indie film.”

5.

Eventually – two studios, two consoles, three versions, and half a decade of development later – Until Dawn was ready for release in 2015. But what should have been a celebratory time for the team at Supermassive was, as Byles recollects, hampered by a last-minute loss of confidence at Sony. “There was a big thing where Sony didn’t like the game when we released it,” he says. “They really hated it in fact, and pulled all the marketing… It was really frustrating.”

Byles blames Sony’s sudden change of heart on a mock review of Until Dawn the company had commissioned about three months before its launch. “The person who did the mock review hated interactive narratives and said, ‘This is a 50 at best’,” explains Byles. “And on the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

“On the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

Sony’s lack of marketing didn’t go unnoticed by the public, either. Speaking to Eurogamer shortly after Until Dawn’s release, Sony Computer Entertainment’s then-president of worldwide studios, Shuhei Yoshida, addressed the situation, claiming the company had decided to focus on “big third-party titles like Destiny” in the run up to Christmas and “didn’t see the need to push Until Dawn that much from the platform marketing standpoint”.

Any fears around Until Dawn’s potential proved unfounded. It launched to a positive critical and commercial reception in August 2015, and would go on to be named Best PlayStation Game of the Year at the Golden Joysticks, even winning a BAFTA for Best Original Property in 2016. “When it did come out and suddenly got a good reaction,” Byles recalls, “lots of people [at Sony] came steaming in saying they deliberately did a stealth launch… It was frustrating.” Even Yoshida later admitted to Eurogamer, “I think everybody was caught by surprise by the positive reaction.”

Until Dawn was enough of a success that Sony later resurrected the series for a PSVR prequel, The Inpatient, as well as a non-canonical PSVR arcade shooter spin-off, Rush of Blood. And while Byles never got to revive his original Until Dawn 2 idea, he teases it was planned to feature the Nixie, a water spirit found in Germanic folklore, as its monster.

Supermassive onstage for Until Dawn’s win at the BAFTA Games Awards 2016. | Image credit: BAFTA

As of early 2022, Until Dawn on PS4 had officially surpassed 4m sales, and the public’s ongoing affection for the series has been significant enough to help buoy it toward a revival. Last year saw Until Dawn get the remake treatment on PS5 and PC, courtesy of developer Ballistic Moon, and it received a movie adaptation – one reimagining the game’s core branching story elements as a time loop narrative – earlier this year. There’ve even been persistent rumours, spurred on by the remake’s new endings, that an Until Dawn 2 is in development at Sony’s Firesprite Studio. Supermassive, too, has capitalised on Until Dawn’s success, launching its similarly styled The Dark Pictures Anthology series, and Byles’ own summer camp horror The Quarry.

As to why Until Dawn has endured, Byles – who departed Supermassive in 2022 to found Dial M for Monkey – has a few thoughts. “I look back on it really fondly, and every time I either play it or see it, I’m always amazed at how good it still looks. It’s interesting because I’m working with the literal cutting edge of facial technology at the moment and it’s scary good, but there was a charm to the stuff in Until Dawn that we’re still having a hard time getting.

“I think it was Sony’s most completed game that year, and the number of people who played it not just once but more than once, 10 times, was extraordinary.”

“I think maybe [that’s] partly due to the brewing process. It did take five years to make, even though we made it twice, so there was a degree of maturity in some of the ideas… It was such an effort to make it and such a struggle to put everything new we did in it, and there [were things that] just hadn’t been done before. I think a big part, too, is that it doesn’t take itself seriously… we very purposely went, ‘This is just a bit of fun, come along for the ride’… but done in a really honest way. There’s a kind of truth to it, I think, and we never ever pretended it wasn’t anything but what it was.”

As our conversation comes to a close, Byles shares one last anecdote. “I [went] to do a talk at Middlesbrough University,” he recollects. “I think it was relatively soon after we’d released Until Dawn and I was still very bruised by the negativity that had gone on around it. I went up and there was just love for the game; I was astounded.” And the people that loved Until Dawn seemingly really loved it. “I think it was Sony’s most completed game that year,” he says, “and the number of people who played it not just once but more than once, 10 times, was extraordinary… We started seeing Until Dawn cosplay, tattoos, and I couldn’t believe we’d done something that even on a tiny level had become part of a zeitgeist in a way. And weirdly, as the years go by, it becomes even more so.”



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Game Reviews

Sony Might Be Making One Of Its PlayStation 5s Worse

by admin September 3, 2025


This console generation has been notable for many reasons, from the scarcity during a covid-era launch through to the unprecedented scale of failures and studio closures, but one aspect that’s more bizarre to see than any other is the continual increase in prices. Historically midway through a generation we would see prices start to drop—this time, however, we’ve only seen the cost go up. And now in an astonishing move, it’s looking like Sony might be downgrading the PlayStation 5 Digital Edition.

While currently only affecting customers in Europe, the situation appears to be that the narrower PlayStation 5 Digital’s storage will be reduced from 1TB to 825GB, with the price remaining the same. That’s a price which, notably, has already been increased twice since launch. This is what’s being reported by billbil-kun on the French site Dealabs, based on information from certification documents that show the next version of the discless PS5 in Europe, the CFI-2116 model, will maintain the current €499 ($580) price, but lose 20 percent of its storage capacity. This is currently only affecting the digital PS5; the version with a disc drive is as yet unchanged.

That €499 price, it should be noted, is €100 ($116) more expensive than the PS5 was at launch, after two €50 increases since 2020. In the U.S., the console has also increased in price. Sony warned in May that Trump’s implementation of tariffs would likely cause costs to increase, and last month that happened. The PS5 Digital, which launched at $400, is now only available as the PS5 Slim at $500 (originally $450), though at least it still comes with a full terabyte of storage.

Of course, any of this could change at any time. In previous generations, at around the four-to-five year mark in a console’s lifespan, we’d usually be seeing prices dropping on original builds, perhaps alongside a tweaked version at the original launch price. As such, it’s been weird enough to see this reversed, let alone then learning that new versions of the machines might become worse instead of better.

825GB is far too little space in 2025. The PS5 Digital originally launched with that as its standard storage, before the “Slim” version replaced it in 2023 and upgraded things to 1TB. But given Sony’s software already takes up a huge chunk of the drive, that only leaves 667GB on an 825GB disc for your use. Given AAA games are routinely coming in around 150GB these days, you’re left with room for maybe four or five big titles? That’s terrible.

But console manufacturers are clearly hurting when it comes to hardware revenue, given most are notoriously sold at cost or at a loss, and with tariff confusion and reality deeply hurting markets, there’s obviously a desire to shave costs wherever it’s possible. Putting the price of the console up a third time in five years in Europe is probably too big of an ask, so cutting corners could well be the next option. Which sucks. Big time.



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September 3, 2025 0 comments
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