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Ubisoft and Tencent form new subsidiary, Vantage Studios, to lead development for the Assassin’s Creed, Far Cry, Rainbow Six franchises
Game Updates

Ubisoft and Tencent form new subsidiary, Vantage Studios, to lead development for the Assassin’s Creed, Far Cry, Rainbow Six franchises

by admin October 4, 2025


The breakout game development business co-owned by Tencent and Ubisoft finally has a name: Vantage Studios. Eurogamer understands from a source that it’s starting operations today, and will be responsible for new games across many of Ubisoft’s biggest IPs, such as Far Cry, Rainbow Six Siege, and Assassin’s Creed.

Vantage Studios is composed of 2,300 employees across multiple Ubisoft game development teams, including those from Montreal Quebec, Sherbrooke, Saguenay, Sofia, and Barcelona. The studio will be run by the duo of Christophe Derennes and Charlie Guillemot.

Vantage Studios operate under a less centralised model compared to Ubisoft proper, with each development team having more ownership over its own respective project. This in theory would allow developers to be more fluid, and pivot according to industry changes and player expectations, per Eurogamer sources.

Check out Eurogamer’s video review of Assassin’s Creed Shadows here.Watch on YouTube

The formation of Vantage Studios comes as the climax of a tumultuous period for Ubisoft, which reportedly was considering this new venture with Tencent in January of this year following years of lacking performance. This new venture, which would bring many of Ubisoft’s biggest IPs under a new roof, was officially announced in March with Tencent taking a €1.16bn stake in the new business entity.

As for Tencent’s involvement, the Chinese company will have a 25 percent stake in Vantage Studios, and will act in an advisory role to the subsidiary’s leadership team. However, Guillemot and Derennes will retain control over both creative and business decisions. Ubisoft hopes this will allow its teams to have a better degree of creative freedom, per a source familiar with the subject.

How other studios, most notably Massive Entertainment, will operate going forward currently remains unlear. Eurogamer understands the publisher wants its devs to operate in a more decentralised way, with developers taking more ownership of the titles they’re working on – the company employs approximately 20,000 staff at the time of writing (per its site), and how the other ~17,000 staff will fit into this new vision remains to be seen.



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October 4, 2025 0 comments
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Battlefield Studios on bringing squad play to the Battlefield 6 campaign, fulfilling class fantasies with missions, and whether we can expect a Warzone-like ongoing narrative
Game Reviews

Battlefield Studios on bringing squad play to the Battlefield 6 campaign, fulfilling class fantasies with missions, and whether we can expect a Warzone-like ongoing narrative

by admin October 3, 2025


I have not played the entirety of the Battlefield 6 single-player campaign yet, but I played enough to have a solid guess as to what the high-level goals for it were. It wasn’t until I got a chance to speak to some of the people behind it that my suspicions were validated.

It’s also very easy to guess that some of the same people who get excited about playing the campaign mode in yearly Call of Duty releases likely won’t be moved by what Battlefield 6 is offering there, and perhaps that’s fine.

After playing three missions of the Battlefield 6 campaign, I caught up with Emily Grace Buck, narrative design director at DICE, and Fasahat Salim, design director at Criterion. Much like the rest of the game, the single-player campaign is also the result of work by various teams under the Battlefield Studios banner – and DICE and Criterion are certainly among them.

Our chat mainly focused on the narrative elements of the game, but I was also curious about how such a big team split across different parts of the world and different time zones can come together in this fashion to create a major game like Battlefield 6.

This interview has been edited for brevity and clarity.

VG247: The narrative of the campaign is pretty topical. I think it plays on some very real fears that people have in the world right now about NATO and the state of alliances that we once believed were ironclad. Did you intend for this?

Emily Grace Buck, narrative design director, DICE: Battlefield has always tried to be, as much as possible, an extremely grounded military experience. When we talk about what Battlefield is, kind of in its core DNA; it is grounded. It is realistic. It is looking at the world through the lens of a soldier on the ground stuck in a much wider conflict, right?

So as we’re trying to determine what the story should be, we were very, very influenced by earlier Battlefield games like Battlefield 3 and Battlefield 4. That took in the world as it was at the time that those games were made. And we’ve tried to do that here, too. We’ve done an immense amount of research into the older Battlefield games, topical films, documentaries, talking to current and former service members to try and understand how to create a conflict that is entirely fictional, but feels realistic, feels plausible, feels grounded, and feels really interesting for the player to be experiencing in our modern setting. So, obviously it’s set in a world that feels as realistic as possible, but we’re not trying to copy anything directly that’s going on, whilst also making it feel like it could potentially be realistic.

VG247: You mentioned some inspirations. Can you name some of them?

Emily Grace Buck, narrative design director, DICE: Absolutely. Like I said, our biggest inspirations: some of our older titles, but we’ve been watching – there are so many good, really grounded military films and television shows. Now, some of the ones that we had mentioned previously that were big touchstones for us were the film Civil War, the television show Lioness. We’ve looked at the television show Slow Horses quite a lot as well. Basically, anything that hits that place of reality, of looking at the people who are actually stuck in the conflict, not the ones who are driving it. We also watched countless documentaries and footage from conflicts around the world. Again, just to understand what it really feels like to be stuck in that kind of place.

Image credit: EA, Battlefield Studios.

VG247: So can you tell me – this is more of a logistical question – but I am curious who’s leading the campaign development. I know Motive – and please correct me if I’m wrong, but I feel like Motive is at the top and then there’s an effort from the other two studios, Criterion and DICE (as the caretakers of the franchise). How does this split work? Is there one team leading and then people are contributing certain elements?

Fasahat Salim, design director, Criterion: It’s actually a far broader thing than each studio takes its own thing. We’re all kind of contributing to pretty much the whole project, and obviously single-player multiplayer are just two components, there’s a lot more as well in this whole package. We’ve got people in Criterion, DICE, Motive, Ripple Effect all contributing to all of it in some way shape or form.

For example, I’ve been responsible for campaign missions, but I know I’m working with people who are actually also working on multiplayer, meta and all of these other parts. So it’s such a huge project across the board. Inevitably, having all four studios come together and share resources, knowledge and tech is something that we had to do for something of this scale.

So having everyone’s expertise contributing wherever it’s needed has been super vital for us trying to get this over the line. Of course there’s been a lot of knowledge, learning and knowledge sharing between studios. Obviously, like you said, DICE obviously have the most amount of experience with it, so how can we kind of bring that ethos of what makes Battlefield Battlefield and make sure that all the other studios are ensuring that that’s part of what they’re thinking about when they’re making the content or the stuff that they’re working on.

But yeah, it’s been a shared endeavor. We’ve got people across the board, across time zones working on this thing. We’re all involved in everything pretty much.

VG247: I was surprised by some of the dialogue in some of the missions. Very early on in the New York mission, there’s a conversation between Lopez and Gecko, where he’s grousing about people being upset there’s military action in their backyard. Gecko basically responds that freedom sometimes means disagreeing with the government.

I thought that was a very relevant line. It was more nuanced than I expected in a military shooter, and I just wanted to understand: was this a conscious choice to have your characters make these relevant statements? Are we going to see some of that again in the rest of the campaign?

Emily Grace Buck, narrative design director, DICE: So kind of like I was speaking to earlier: Battlefield has always tried to be a really realistic game. When we made the choice to set this contemporary, in order for that to feel really good and feel grounded and hit that fantasy for players, we have to bring some things that feel real to our world. Our characters have to feel like they’re connected to the world that they live in, and they’ve lived through the type of world that we have all been in.

Of course they’re going to have different perspectives, and you should see that, and you should hear that from them. That’s exactly how real military personnel would talk to one another as they’re going into a mission, they comment on it, they’re interested in knowing how everyone else that they’re fighting alongside feels about it, because you need to know that you trust that person next to you with your very life in all of those instances.

So yeah, I think that for players who are coming in, who are very up-to-date on the news and have done anywhere near the amount of research that we’ve done on what’s going on with the world so that we could create a really interesting fictional setting. Of course, they’re going to see things that they might resonate with, some things that they might agree with, some things that they might disagree with, some things that might make them think, some things that they’re going to ignore completely and will just fade into the background.

I think a lot of how you process this story is probably going to be based on how you come into it, but I hope that our players will have fun. Maybe think a little bit and walk away going, ‘I feel like I had the experience of military personnel on the ground in this kind of situation’ if something like this were to happen, but I don’t think it would, but it might.

VG247: I’m based in the UAE, and recently there was – let’s say military action – on a neighboring country; two US allies [involved]. When I got into the game, I wasn’t expecting it to be this prescient. I would imagine that the research that goes into it maybe gave you a little bit of an insight into how a potential course of action might take place.

Emily Grace Buck, narrative design director, DICE: We’re going for grounded. But yeah, most of this story was written multiple years ago. So if they’re extremely close to things happening right now, of course, we’re not directly referencing that. What we’re trying to do is provide something that feels grounded and like a good story.

Watch on YouTube

VG247: Are you working on a narrative element for multiplayer/BR? Can we expect a narrative element to the multiplayer modes once we’re done with the story of the campaign?

Emily Grace Buck, narrative design director, DICE: Yes, yes, absolutely you can. So the multiplayer maps and everything that we’re releasing for the core product of Battlefield 6 is set in one universe, one conflict. The multiplayer maps are in some of the same general locations as the single-player maps. You’ll see the other side of the city or another side of the town, other side of the mountain, for example. Most of them take place either concurrently with the single-player campaign moments, or days to weeks afterwards. Essentially, what we want you to feel here is that fantasy of being that boots-on-the-ground personnel.

Between the campaign and the multiplayer maps, you can see different sides of these fronts, basically. You can feel much of the time – in the campaign – what it’s like to be some of the military personnel who are there early in the conflict, or maybe even the ones kicking things off. And then in multiplayer, it’s more… weeks later, things have continued to evolve or devolve. What’s it like now?

VG247: Are we going to see any input from these characters? Are they even gonna show up, am I gonna be able to play as Gecko, for example, in multiplayer?

So Dagger 1-3 is not currently in the multiplayer experience. However, there are characters in the multiplayer experience who are featured as NPCs and squad members throughout the campaign. So there is a direct connection with some characters between the two.

VG247: So, for the narrative content for multiplayer – obviously some of this is based on what other games have done. CoD: Warzone, for example, will have a cutscene that will set up something, can we expect more from Battlefield? To bring that narrative together? Can we expect something more to go along with the new season launching beyond just – here’s a two-minute cutscene and then that’s it, and we never hear from these people again?

Emily Grace Buck, narrative design director, DICE: So again, we’re not gonna be talking about the live season stuff today, but I can tell you in context of what we have in the multiplayer launch. Again, these are kind of different sides of the same biomes. So very similar types of buildings and understanding.

If you really look at the environmental storytelling of what’s gone on with this conflict. Like I mentioned, some of the same characters that you see in the campaign will be playable in multiplayer as well. Even when it comes to things like potential customisation items and such, it all ties back into that same narrative. That this group of people is living through this conflict together.

Image credit: Battlefield Studios, EA.

VG247: In terms of the structure of the campaign, we only played three missions, but the Tajikistan one is different because it was completely open. You could tackle the objectives in any order you want.

The new New York mission is the highlight for me. It pretty much showed the full spectrum of [gameplay]. There were open-ish areas, sections where you can command your squad. There were tight sections in there, there was a chase. So almost like it’s a good vertical slice of what the campaign can offer. I think that mission in particular is gonna be a lot of people’s favourite.

Can you tell me what the sort of split is for the campaign? How much of it is gonna be open-ish environments versus very tight, very scripted missions?

Fasahat Salim, design director, Criterion: It’s actually a good mix. I think Tajikistan is probably the most open mission. So that’s why, just for the sake of variety, I think you got to play that at the end. Generally, across the whole campaign, there’s a good mix of exactly what you just described; that traditional Battlefield single-player campaign that you expect to really feel the big action moments, you know, over the top spectacle.

The thing that kind of is a consistent throughline through all of the campaign – including the three missions that that you’ve played – is trying to give the player that feeling of classes, and what it means to play in different roles within a squad. In each of those [missions], you’re playing as a different class, and that’s entirely intentional.

In [Gibraltar], you’re playing as an Engineer, therefore you’re supporting the vehicle. You’ve got your blowtorch. You’re trying to keep the tank alive. There’s a lot of focus on what it means to be an engineer class. Then obviously in the New York mission, you are very much front and center Assault, right?

You’ve got close combat, you’re going through the houses, you’re shooting guys through walls, they’re shooting back at you. Everything is is very much right at the frontline. So you’ve got your shotgun, you’re doing a lot of damage. There’s grenade launchers, like you said, there’s a whole spectrum of things happening.

And then obviously in [Tajikistan] it is a much bigger mission, but it also lends itself to the Recon class, which is what we’re treating as the fantasy for that mission. So you’re playing with the sniper rifle, and again, you’ve also got a drone as your gadget, so you’ve got an eye in the sky. You can use that to recon ahead.

So all of these are trying to give the player that fantasy of the different classes, and that’s very intentional. Because as you know, Battlefield is about classes. Even when you play multiplayer, it’s about fulfilling that role within a much larger conflict.

For example, you talked about squad orders. Squad orders is a big part of fulfilling that squad-based fantasy. You are a part of this squad. Your squad has specific skillsets that could help you solve the problem at hand, so use them. Depending on who you are playing as, some squad orders won’t be available to you. For example, in [Tajikistan], you’re playing the Recon. There aren’t any Recon squad orders when you open up the wheel. That’s because you are the Recon.

VG247: Do you think some people will prefer to have that sort of solo fantasy instead of the squad fantasy? I wouldn’t mistake this campaign for being part of any other shooter franchise, but I’m also aware that Call of Duty and other games tend to focus on singular individuals instead of just having the full squad. Do you think some people would’ve wanted that from Battlefield 6 and maybe aren’t fans of [the squad] element from BF4 coming back?

Emily Grace Buck, narrative design director, DICE: I think that’s exactly what we’re going for. But yeah, we were just trying to make the best Battlefield campaign we possibly could, and Battlefield has always, always been about being one of the little guys. It’s not about being in the SAS, it’s not about being in Delta Force or Seal Team Six.

It’s about being an enlisted soldier, trying to survive a really s**t situation with your mates, right? And to get your objectives done and survive and get out. That’s Battlefield. It’s a cover shooter. There are moments in our campaign where you have a smaller squad available. There are moments where it’s all four of you.

So I think there are opportunities for players – especially some of them who are really skilled, if they wanna lean into that run-and-gun fantasy – there are moments they can do it, but that’s not absolutely core to our Battlefield DNA the way that the squad play is. So that’s not the main fantasy that we’ve tried to provide in the single-player campaign.

Battlefield 6 launches October 10 on PC, PS5, and Xbox Series X/S.



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October 3, 2025 0 comments
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Crashout Crew looks like Overcooked-style mayhem from one of the studios behind Peak

by admin October 3, 2025


It’s been quite the year for Aggro Crab. After stopping production on a sequel to Going Under (with funding issues and burnout both factoring into that decision), the studio decided to focus on self-funded game jam projects before moving onto another big game. Some of the team collaborated with Content Warning developer Landfall to create Peak. With the help of clever marketing, that co-op climbing game turned out to be a huge hit, selling 10 million copies in just two months. 

The rest of the Aggro Crab squad focused on a different multiplayer game, which is called Crashout Crew. This is a party game for up to four players (there’s a single-player option too) in which you’ll try to complete orders in hazard-filled warehouses using cute, color-coded forklifts. Time is of the essence as you race to meet quotas by loading boxes into trucks, so it’s just as well that you can drift around corners. Just be careful not to drop any explosives.

You’ll be skidding around icy environments and spinning out if you run over a broken egg. Falling rocks, bees and blackouts all add to the chaos. You can upgrade your forklift and warehouse, though they’ll reset after the level ends.

The reveal trailer reminds me quite a bit of Overcooked. I wonder if this could turn out to be just as effective as a litmus test for how well you communicate with family and friends.

I adore Another Crab’s Treasure, Aggro Crab’s last large-scale game, so I’ll always be interested in whatever the studio is cooking up. I’m looking forward to trying out Crashout Crew when the demo goes live on October 13 as part of Steam Next Fest. The game is scheduled to hit Steam next year.



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October 3, 2025 0 comments
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Ubisoft's Tencent-backed subsidiary now has a name: Vantage Studios
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Ubisoft’s Tencent-backed subsidiary now has a name: Vantage Studios

by admin October 2, 2025


Back in March, Ubisoft announced it would be creating a Tencent-backed subsidiary focused on its biggest franchises: Assassin’s Creed, Far Cry, and Rainbow Six. Today, on its first day of operation, the name of that subsidiary has been revealed: Vantage Studios.

GamesIndustry.biz understands that the division was initially codenamed Nova, and the name Vantage Studios was chosen through an employee vote.

Vantage Studios will include Ubisoft’s offices in Montréal, Quebec, Sherbrooke, Saguenay, Barcelona, and Sofia, with the group totalling 2,300 employees.

The new division reflects Ubisoft’s previously stated intention to reorganise into “creative houses,” shifting towards a less-centralised operating model. The idea is for these creative houses to have more control over their business plans and creative direction.

As the first such creative house, Vantage Studios will be able to set the direction for Assassin’s Creed, Far Cry, and Rainbow Six, although it will remain part of the overall Ubisoft group.

Tencent has a 25% stake in Vantage Studios – part of a €1.16 billion ($1.25 billion) cash injection from the Chinese company. Once the deal with Tencent is completed, GamesIndustry.biz understands that Ubisoft will be brought back to close to zero debt.

Tencent will act in an advisory capacity to Vantage Studios, but the final say on all of the subsidiary’s decisions will rest with its co-CEOs, Christophe Derennes and Charlie Guillemot.



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October 2, 2025 0 comments
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Halo Studios revealing more on next projects (yes, plural) at next month's World Championship event
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Halo Studios revealing more on next projects (yes, plural) at next month’s World Championship event

by admin September 30, 2025


Halo Studios will be giving a “deep dive” presentation on its next projects at the Halo World Championship next month.

The event takes place from 24th – 26th October in Seattle, and will feature a Community Stage holding a number of panels, including one with voice actors Steve Downes (Master Chief) and Jen Taylor (Cortana).

Further details on the studio’s next projects will be shown on the Main Stage, but there will also be a further “deep dive” panel on the Community Stage.

A New Dawn | Halo StudiosWatch on YouTube

Last year, developer 343 Industries announced it was rebranding as Halo Studios and is working on multiple new games for the franchise. It shared a video titled A New Dawn, which included a look at Project Foundry: an experiment into how Halo games will look using Unreal Engine 5.

“It’s fair to say that our intent is that the majority of what we showcased in Foundry is expected to be in projects which we are building, or future projects,” Halo Studios boss Pierre Hintze said at the time.

Until now, the studio has been using its own Slipspace engine. Digital Foundry stated the change to UE5 could provide “a seismic shift in presentation and development”.

The latest HaloWC blog post on Halo Waypoint doesn’t specify anything on these new projects, but Halo fans won’t want to miss the announcements.

The blog reads: “Back in June we let the community know that we’d be continuing the conversation from last year’s HaloWC and the ‘A New Dawn’ video and sharing more about what we’ve been working on. Like last year we’ll be on the Main Stage to talk about it but this year we’ve also got a ‘deep dive’ panel planned for the Community Stage that you won’t want to miss.”

The last Halo game released was Halo Infinite in 2021, which saw the Xbox’s flagship shooter move to a semi-open world. While it was received positively, player numbers for its multiplayer mode have since plummeted.

What are you hoping to see? Let us know in the comments.



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September 30, 2025 0 comments
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Just Cause developer Avalanche Studios closing UK studio in workforce restructure, following cancellation of Xbox exclusive Contraband
Game Updates

Just Cause developer Avalanche Studios closing UK studio in workforce restructure, following cancellation of Xbox exclusive Contraband

by admin September 30, 2025


Avalanche Studios is the latest developer to be impacted by layoffs, as the company’s UK studio is set to be closed as part of a workforce restructure that will impact its Swedish studios too.

The studio is known for the Just Cause series (not to be confused with Hogwarts Legacy developer Avalanche Software, owned by Warner Bros.) and was previously working on an Xbox exclusive called Contraband.

However, that project was cancelled by Microsoft back in August, with the studio writing in a statement: “Active development has now stopped while we evaluate the project’s future.”

Contraband – Official Reveal Trailer 4K | E3 2021Watch on YouTube

In a statement shared by the company today, the decision to restructure has been made “in light of current challenges to our business and the industry”.

It continued: “This review had led us to the difficult conclusion that we must make changes to our staffing and locations. As a result, we are proposing to close our Liverpool studio, and to initiate a collective consultation process, as required by UK law. This will impact all Avalanchers in Liverpool. The changes will also impact our other studio locations in Malmő and Stockholm, where we will reduce our workforce and restructure the teams to address our games’ needs.”

It concluded: “Despite these changes, we remain deeply committed to providing amazing games to our passionate player communities.” The statement does not mention Contraband and its cancellation specifically.

Contraband, a co-op smuggling game, was revealed in June 2021 at the Xbox and Bethesda Games Showcase, but little of the game has been shown since. Its official trailer has been removed from the Avalanche website, though you can see IGN’s video above.

Its cancellation arrived in the wake of layoffs across Microsoft in July, which resulted in the cancellation of multiple projects including The Initiative’s Perfect Dark, Rare’s Everwild, and an unannounced ZeniMax MMO.

Microsoft CEO and chairman Satya Nadella later claimed “Microsoft is thriving”, largely due to its investments in AI.

Back in 2024, Avalanche Studios entered a collective bargaining agreement with Swedish unions, which was planned to go into effect by the second quarter of this year.

“Over the past years, we’ve taken significant steps toward making Avalanche one of the best workplaces in the games industry,” Avalanche CEO Stefanía Halldórsdóttir said at the time.



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September 30, 2025 0 comments
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Hyper Light Drifter studio's next game is a cyberpunk metroidvania with Smash Bros-inspired combat, out next month
Game Reviews

Hyper Light Drifter studio’s next game is a cyberpunk metroidvania with Smash Bros-inspired combat, out next month

by admin September 29, 2025


Heart Machine, the studio behind sci-fi Zelda-like Hyper Light Drifter, has a new metroidvania out next month called Possessor(s).

Publisher Devolver released a new gameplay overview trailer over the weekend revealing its PS5 and PC release date of 11th November.

Possessor(s) is a metroidvania (or “search action” game, as the developers are describing it) set in a quarantined cyberpunk city, with players taking the role of high school student Luca who’s struck a deal with a demon.

POSSESSOR(S) Gameplay Overview | PS5 and PC on November 11Watch on YouTube

As with Hyper Light Drifter, the game is visually arresting, here a clean animated aesthetic as Luca explores a cityscape controlled by a corrupt energy megacorporation.

Combat, meanwhile, is inspired by Nintendo’s Smash Bros. fighting series. Luca will be able to juggle enemies with aerial attacks, with makeshift weapons ranging from a computer mouse, to a guitar and a pair of sunglasses.

It’s looking great, especially if it can live up to the exceptional quality of Hyper Light Drifter, though there’s stiff genre competition from Hollow Knight: Silksong at the moment.

Still, Heart Machine in January released a surprising miss with its roguelike Hyper Light Breaker that remains in early access, but has a Mixed rating on Steam. It’s still being regularly updated, though, with the studio acknowledging the “risk” of early access.



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September 29, 2025 0 comments
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CEO of EA, home to studios like Maxis and Bioware, claims company's values will "remain unchanged" following sale to Saudi government, investment firms
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CEO of EA, home to studios like Maxis and Bioware, claims company’s values will “remain unchanged” following sale to Saudi government, investment firms

by admin September 29, 2025


Electronic Arts CEO Andrew Wilson has stated that the company’s values will remain unchanged following a $50bn buyout from the Saudi Arabian Public Investment Fund, Silver Lake, and Jared Kushner’s Affinity Partners.

In a statement posted to the Electronic Arts website and titled “Exciting News About Our Future”, Wilson attempted to reassure staff at EA that the future was bright for EA in the wake of the buyout.

He said: “This moment is a recognition of your creativity, your innovation, and your passion. You have built some of the world’s most iconic IP, created stories that have inspired global communities, and helped shape culture through interactive experiences. Everything we have achieved – and everything that lies ahead – is because of you.

Watch the Battlefield 6 multiplayer trailer here.Watch on YouTube

“We are entering a new era of opportunity. This is one of the largest and most significant investments ever made in the entertainment industry. Our new partners bring deep experience across sports, gaming, and entertainment. They are committed with conviction to EA – they believe in our people, our leadership, and the long-term vision we are now building together.

“Our mission at EA to – Inspire The World To Play – continues to guide everything we do. Our values and our commitment to players and fans around the world remain unchanged. With continued rigor and operational excellence, we can amplify the creativity of our teams, accelerate innovation, and pursue transformative opportunities that position EA to lead the future of entertainment. Together, we’ll create experiences that are bold, expressive, and deeply connected to inspire generations of players around the world.”

These values are of particular note. Among EA’s developers stand both Bioware and Maxis Studios, creators of Mass Effect and The Sims respectively. These series are not only popular, but quite outwardly LGBT-positive, featuring same-sex relationships. One of the new private owners – the Saudi Arabian government – continues to keep same-sex relationships illegal.

It’s worth noting that SNK, following its acquisition by the Saudi Arabian Public Investment Fund, attempted to reassure the world that its creative input would not be changed as a result. SNK’s next game Fatal Fury: City of the Wolves would then feature Cristiano Ronaldo and Salvatore Ganacci – celebrities that featured heavily in Saudi Arabian events.

The statement from Andrew Wilson continues: “I am excited to continue as CEO, working alongside our leadership team to advance our strategy. United by our vision, we will deliver experiences that transcend platforms and empower players everywhere to create worlds, characters, and stories that are bold, interactive, and deeply connected.”



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September 29, 2025 0 comments
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How are the BAFTA Games Awards judged?
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Larian Studio’s Tara Saunders confirmed to continue as BAFTA Games committee chair

by admin September 24, 2025


Larian Games studio head Tara Saunders is continuing as chair of the BAFTA Games committee, the arts charity has confirmed.

BAFTA confirmed the new and returning chairs and deputy chairs of its film, games, and television committees in a press release on September 24, 2025.

Alongside Saunders, Des Gayle, founder of Altered Gene, is continuing in his role as deputy chair of the BAFTA Games committee.

The committee supports BAFTA in delivering its “strategic charitable mission” and plays a vital role in the oversight and steering of the BAFTA Game Awards, including providing consultation on the awards’ rulebook.

Speaking with GamesIndustry.biz in August, Emma Baehr, BAFTA’s executive director of awards and content, referred to the committee as a “sounding board” when it comes to ensuring the award guidelines remain current and reflective of what’s happening in the industry.

Alongside Saunders and Gayle, committee members include Adele Cutting (former senior audio director at EA and head of Soundcuts), Alyx Jones (founder of Silver Script Games), Anna Mansi (director of video games and certification at BFI), Katherine Bidwell (co-founder of State of Play Games), and Charu Desodt (studio director at Interior/Night ).

“We are so grateful to our sector committee members, who are comprised of people from across the screen industries who generously volunteer their time and expertise,” said Sara Putt, chair of BAFTA.

“Our committees play a central role in ensuring BAFTA’s activities, including our world-leading awards, support and spotlight the screen industries and the talented people within them.”

Earlier this month, Luke Hebblethwaite, the head of games at BAFTA, announced on LinkedIn that he was leaving the charity after three-and-a-half years, “due to some recent internal changes,” which meant his role is “being discontinued.”

“While BAFTA’s work in games will continue, for my part it’s been a tremendous privilege to have had a role where I’ve been able to champion and advocate for the industry, to recognise and celebrate brilliant games and to support the many incredibly talented people who make them,” Hebblethwaite said in the post.

“It’s been inspiring to work with such a dedicated, hard-working and passionate team of people at BAFTA (both past and present) and I feel incredibly proud of the things we’ve achieved during my tenure.”



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September 24, 2025 0 comments
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Yakuza studio's next game Stranger Than Heaven still a long way off, as teased in jazzy behind the scenes video
Game Reviews

Yakuza studio’s next game Stranger Than Heaven still a long way off, as teased in jazzy behind the scenes video

by admin September 24, 2025


Yakuza studio Ryu Ga Gotoku’s next project, Stranger Than Heaven, was teased at its RGG Summit as part of the Tokyo Games Show.

Previously known as Project Century, Stranger Than Heaven was properly unveiled earlier this year with a trailer revealing the name.

Now a further tease has been shown: the summit closed with a fresh look at the game alongside footage of the team working on the project. Check it out at the end of the stream below.

RGG SUMMIT 2025Watch on YouTube

The footage shows a female jazz singer, also part of the previous reveal, but behind the scenes footage also includes glimpses of other areas of development.

It’s not much to go on and somewhat proves the game is a way off yet. As per Sega’s last financial report, Stranger Than Heaven is expected to release in or beyond the company’s next financial year ending March 2027.

Little else is known about the game, though its codename does suggest it’ll take place in multiple time periods. At the least, the reveal trailer took place in 1943.

Also at the RGG Summit, the studio officially revealed Yakuza Kiwami 3, its latest remake.



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September 24, 2025 0 comments
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