PlayStation’s Focus on Too Big to Fail Games Is Concerning

Sony’s consistent output of critical and commercial smash hits is undoubtedly a key factor in PlayStation’s rise from the ashes after the troubled launch of the PlayStation 3. By doubling down on beloved franchises like Uncharted, a revived God of War, and more recent hits like Marvel’s Spider-Man and Ghost of Tsushima, Sony’s stable of first-party studios has become synonymous with chart-topping, award-winning games.

But a new report from Bloomberg suggests that Sony’s upper management primary focus on blockbuster games that are ‘too big to fail’ comes at the expense of riskier, more inventive projects. If the picture painted is an accurate one, Sony may be losing a key facet of its identity that’s not only been a hallmark of the company since its earliest days, but is also directly responsible for some of PlayStation’s biggest hits over time.

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Jason Schreier’s report covers a handful of allegedly canned or altered projects among Sony’s suite of first party studios, like a The Last of Us remake that changed hands several times, a Days Gone sequel that will never see the light of day, and more. It’s certainly fascinating to learn about the projects that have and haven’t materialized from a company that’s been notoriously quiet in recent years, but the report points towards a company and leadership ethos that leaves little room for a bedrock of gaming, experimentation.

The most damning example comes from what we learned about the development studio properly spinning up to be its own team within the Visual Arts Service Group, a Sony team that pinch-hit and assisted other Sony studios cross the finish line with their games. Rumors have abounded for years that they would be continuing the Uncharted franchise, but Schreier’s report states the team was allegedly working on a Last of Us remake that never got the support it needed there, and has since been moved to Naughty Dog. While the lack of support is troubling enough, The Last of Us – a benchmark of excellence at Sony – isn’t a game that screams the need for a remake eight years on, and in the wake of a perfectly good remaster.

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A quality-over-quantity approach isn’t inherently a bad thing, of course, and Sony’s output of successful first-party releases this past generation is a big reason why people buy PlayStations. But as the Horizon Zero Dawns and the God of Wars became the focal point of PlayStation’s first-party stable, there was less and less to keep players entertained in between. That led to the odd showings in the later years of the PS4, where Sony trotted out the same group of exclusives for years at PSX, State of Play, and E3 showcases.

While almost every new Sony first-party launch has been coupled with a record-breaking sales headline, and later end-of-year accolades from around the industry, the report suggests that the quality bar came at the expense of games and potential franchises that weren’t hits right out of the gate. While Days Gone didn’t necessarily review as favorably as other Sony first-party games, it amassed a dedicated fanbase and was reportedly profitable. Developer Bend Studio has shown its dedication to the game, with consistent patches and post-launch support to improve the tech issues critics noted. But even despite all that, the years of marketing pushes it got, and all the work Bend did to create its Freaker horde tech and establish this world, Bloomberg reports a Days Gone 2 was not “seen as a viable option.”

In the case of Days Gone, it’s a particular shame because there was clearly a gem of an idea buried underneath its issues. Bend’s reverence for motorcycle movement made the vehicle a joy to ride, its Freaker hordes are both frightening and thrilling to tackle, and Sam Witwer delivered a strong performance as Deacon St. John. Game franchises can come back from shaky starts, especially when there’s a solid foundation. Just look at Assassin’s Creed, which debuted to middling reviews but found its footing with the fantastic Assassin’s Creed II. And even within the halls of Sony you can find sequels that drastically improved upon the first. Uncharted 1 was well received at launch, but Uncharted 2 crystallized what the series could accomplish on a spectacle and design scale in a way the first just couldn’t. Sequels are meant to be improvements, and it’s a shame Days Gone may never get to be proof of that.

The decision was reportedly enough to cause team members to leave while Bend was assigned to help Naughty Dog on both a multiplayer game and a new Uncharted, which led to fears “they might be absorbed into Naughty Dog, and the studio’s leadership asked to be taken off the Uncharted project.“

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(The merits and timeliness of a Last of Us remake are another debate entirely, but it’s of course worth noting that a more modernized version of one of Sony’s most beloved games hardly counts as much of a risk as a brand new franchise would. More so, the alleged lack of funds or trust in the SVAG team feels emblematic of the larger problem – why should Sony bet on a new team, even if it’s working on a known property, when they can simply put it in the hands of one of their most successful teams? And sure, that might, on paper or in a boardroom, make sense, but then how does that new team find a chance to succeed?)

And if a project that, from the outside, seemed as sure a thing as a Days Gone sequel can’t move forward, how much room is there for new ideas, and risks that can lead to the next The Last of Us or God of War? Of course, these games were risks themselves! It’s almost a folly to think any one publisher can produce only hit after hit without some stumbles along the way, or experiments that, even if they don’t work on first blush, may lead to greater success down the road. It’s worrying to read about a laser focus on these big projects alongside something like first party studio Media Molecule’s Dreams, a creation-suite that, as Bloomberg notes, never quite got the marketing it deserved. Its dedicated audience is certainly there, but in an era where creation platforms like Minecraft, Roblox, and more become some of the biggest games in the world, it’s disheartening that Sony didn’t try to push Dreams into that stratosphere.

The Sony Japan Studio restructuring is further proof that Sony is hedging all its bets on only its most unflappable blockbusters. With the reorganization of Sony Japan to be focused around Team Asobi, undoubtedly due to the success and acclaim of Astro Bot Rescue Mission and Astro’s Playroom, the development house that has led to some of Sony’s most eclectic, memorable experiences is singularly focused on the series that sells consoles… or convinces players to buy into the innovative DualSense. Seemingly gone are the smaller, but no less worthy games like Gravity Rush, Ape Escape, Shadow of the Colossus, and the talent behind those franchises. The only, truly small-scale studio that exists within Sony these days is Pixelopus, the Concrete Genie devs whose latest game was certainly a charmer, but didn’t necessarily capture the same mindshare as Days Gone did in the same year. Does that studio’s creative wit have a place in modern-day PlayStation? I truly don’t know, and as a fan of their work, that worries me.

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Despite all the worrying signs, the PS5 continues to sell out, the first party studios Sony is paying all its attention to are seemingly thriving and have massive sequels like the next God of War, Ratchet and Clank: Rift Apart, and Horizon Forbidden West on the way that are, again, probably too big to fail. And PlayStation series seem to be of wider importance to Sony than ever, with Uncharted, The Last of Us and Ghost of Tsushima on the docket for film and TV adaptations. There is clearly a long, healthy life ahead for many of these series, and it would be hypocritical to say that I can’t wait for the sequels, both announced and assumed, to come.

But PlayStation has historically never rested on safe bets. Through its stumbles and successes, the lineup of PlayStation exclusives across the generations is marked by risks, some that worked and some didn’t, but all of which proved the company’s ethos of putting intriguing game experiences first. What the new report shows, more than anything, is the picture of a company more concerned with the bottom line and capitalizing on what’s already worked, rather than blending in new, bold steps to find renewed success elsewhere. It’s why, in the wake of the report, a video of former PlayStation Worldwide Studios chairman Shawn Layden has been circulating widely on social media.

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Talking about Vib-Ribbon at E3 several years back, Layden said “A personal favorite of mine that really embodies the PlayStation spirit. It wasn’t a multi-million seller, but that’s not the point. Vib-Ribbon was unafraid to go against the tide. It was courageous in its ambition, and it brought a completely new experience to gamers. It’s an incredible time to be part of the PlayStation family… After all, guys, it’s all about the games, isn’t it?”

It’s a broad statement, and of course, I’m sure Layden would agree, it’s equally about the people making those games, and the audiences who play them. But the spirit of what he’s saying rings so true: Vib-Ribbon wasn’t an exception to the rule but rather emblematic of it. Would it be released today, though? It sure would feel like an exception. Creating art within a commercial space will also have to conform to some amount of oversight, but it seems that art disconnected from a guaranteed, monumental win doesn’t even have the room to be imagined in the first place. And with the loss of space for those ideas to grow, it’s natural to worry that some of the PlayStation legacy will be lost, too.

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Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush and check out his new Persona 5 podcast.

The Legend Of Zelda 35th Anniversary: Our Favorite Games And Why

Breath of the Wild is my favorite Zelda game of all time, but it is a strange and special case for me. This game helped me get a job, make a name for myself, and carve out an entire section of my gaming career. With 17.5 million views on my Breath of the Wild content across two YouTube channels and 3 million more on social channels, it did–without getting too corny–change my life.

That being said, I don’t remember much about my first playthrough anymore. I started roughly seven months after the initial launch, and I remember enjoying the game, just like everyone else. After some time, though, something clicked, and I wanted to make a quick video with some combat tips of my own. This was my first voice-over in a video I’d ever done, and I loathed listening to my own voice. I wrote it off as a one-and-done project, even stating at the end of the video: “Please DON’T subscribe; I don’t make content like this on the regular, so just enjoy the content you may have learned today.”

At that time, there was a large void of combat-specific content for Breath of the Wild, and after that video’s initial success, for some reason, I slowly started to come out of my shell and grow to become a content creator. Being one of the first combat players in Breath of the Wild and the originator of the whole genre of Breath of the Wild combat montages with cinematic music was something I am still proud of. Other gaming outlets such as Kotaku, IGN, and Gameology even picked up on content I created.

But after four years of growth with the game, there is a part of me that wishes that I could go back and forget what I learned. I’ve been playing the game wrong, after all. The insane journey that this game has led me on career-wise is amazing on its own merit, but it’s the original wonder and magic of the game itself that I miss the most. Being a glitch hunter and all, breaking the game and understanding its mechanics too well naturally destroyed the magic of Breath of the Wild’s immersion for me, and Nintendo’s acute understanding of how to make a world that feels alive and breathing at all times is something that feels less impactful four years later after having broken the game so much.

Yet, when I think about it, I know that I still love Breath of the Wild’s tone, style, environments, characters, and most of all, the absolute freedom, resulting in what I think is the best sandbox game in history. Embedding something like rules in the world, such as burning grass or slippery wet cliffs, is nothing new to gaming, but it’s the way the game presents itself without too much hand-holding or direction that makes it such an enjoyable experience that really connects with me on a personal level.

Ever since I played my first Zelda game, Ocarina of Time, when I was seven years old, Link has always been an icon and anchor of my childhood, and that has never stopped throughout the years. Breath of the Wild just cemented my love for the series more than it ever has before. Breath of the Wild did indeed change my life.

Typing Of The Dead Mod Preserves Yahoo Answers’ Greatest Moments

Yahoo Answers, the legendary user-based answering service, is shutting down permanently on May 4. That seemed to mean that many of its best answers would be lost to time, but a modder has chosen to keep Yahoo Answers’ greatest hits alive in an unexpected place: The Typing of the Dead.

Twitter user YahooAnswersTXT, who compiles the best Yahoo Answers questions and posts them on their account, collected 500 of the very greatest and used them in a custom dictionary for Typing of the Dead: Overkill. We have no idea why some of these questions were asked, but here are some of the very best:

  • What does Bigfoot want??
  • Is yamble a word?
  • GANGSTER GHOST?
  • I can’t stop sinning?

Yahoo Answers let users crowdsource answers to pretty much anything, but as you can see from these answers, they sometimes didn’t actually ask questions with answers at all. No one knows what Bigfoot wants. Two of the above aren’t even questions. But this one might be our favorite because of an answer it did receive.

Nothing has changed in a decade
Nothing has changed in a decade

You can install the RIP Yahoo Answers mod for yourself in the game via the Steam Workshop page.

Typing of the Dead is a spin-off of Sega’s House of the Dead series, using essentially the same structure but replacing the light-gun shooting gameplay with typing challenges. It was silly in 2001 when it came to North America and it’s silly now.

“Yamble” is not a word.

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Epic Games Is Losing An Absurd Amount Of Money On Exclusive Games

Epic Games seems to understand that, given Steam’s massive user-base, the only way it can be a viable competitor is to have games that aren’t available on Valve’s service. Exclusivity deals with third-party companies cost money, and it looks like Epic Games is losing a huge amount of money to make those exclusives happen.

As spotted by PC Gamer, despite paying approximately $444 million for “minimum guarantees” on third-party games for the Epic Games Store in 2020, sales of all third-party games for the year amounted to about $265 million. Apple said that Epic Games lost about $181 million on the Epic Games Store in 2019, putting the total losses thus far at more than $300 million, should these figures be correct. Big games like Metro Exodus and Control were released first on EGS before coming to Steam later.

Apple used these figures in a statement as part of its lawsuit against Epic Games, pointing out that the service is unprofitable and is missing security features that Apple’s App Store includes. It pointed out that most of Epic Games’ Fortnite revenue is generated on platforms other than iOS, as well, which would seemingly mitigate the effect of the game not being available there anymore.

These loss numbers are still fairly small compared to Epic Games as a whole. The company was valued at more than $17 billion last August after securing additional funding. And despite being unavailable on iOS for months, Fortnite continues to thrive on other platforms.

The Epic Games v. Apple trial kicks off on May 3. The outcome could determine not only if Fortnite can return to Apple devices, but also if Apple can keep a monopoly over digital purchases on its platform.

Mass Effect Legendary Edition Has Gone Gold Ahead Of May 14 Launch

Mass Effect Legendary Edition is set to release in just over a month, and the remastered trilogy’s project director Mac Walters has announced that it has gone gold. That means there is very little chance it’s going to get bumped from its May 14 release date.

Walters celebrated the occasion with a clip of several Mass Effect characters dancing, including meme legend Garrus Vakarian.

When a game “goes gold,” it essentially means that its code is finalized to the point where it can be put onto discs and shipped. However, because we live in an era of content updates and patches, it doesn’t really mean as much as it used to. BioWare could choose to replace huge amounts of the game’s code in the future if it wanted to change something, but it does still serve as a big milestone for developers who have been working on the project for months or years.

Mass Effect Legendary Edition bundles together the first three games with improvements to make them feel like one cohesive experience. The first game was criticized, in its original state, for lackluster combat, and this should no longer be an issue in the retooled version. It’s coming to PS4, Xbox One, and PC, with optimizations for the newer systems rather than dedication next-gen versions. A fifth Mass Effect game is in development, as well, though it appears to be pretty early right now.

Another game that also went gold this week is Nier Replicant, which is also a retooled version of a past game. As with Mass Effect, the original Nier’s combat was surpassed by its sequel, and Nier Replicant will implement those ideas into the original game while retaining its story.

Fortnite Adds New Shop Section For Previously Vaulted Items

Fortnite has introduced thousands of characters, Back Blings, Emotes, and other cosmetics over the years, so it’s understandable that some items haven’t resurfaced in some time, especially when Epic is so often partnering with licensed properties like Marvel, Star Wars, and The Walking Dead. A new Shop section is now available and features previously vaulted items exclusively.

Each long-absent item in this new Fortnite Shop section has been unavailable for at least a year, and some of the deepest cuts go back to the earliest seasons of Chapter 1. Currently, the Vaulted A Year Or More section, as it’s called, includes the Mega Man-like Astro Assassin, masked heroes Taro and Nara, medics Triage Trooper and Field Surgeon, and more, alongside a range of corresponding accessories for several of them.

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Even though this is something fans have long clamored for, Epic hasn’t said anything about the releases. Instead, these ultra-rare items all just arrived with the daily Shop update last night with little fanfare outside of the game’s community forums. Each item features the same timer revealing the cosmetics are scheduled to disappear with tonight’s shop update at 4 PM PT / 7 PM ET. Whether they’ll be replaced with more rare cosmetics is not yet known.

If any of these Shop items have been on your wishlist, now’s your chance to get them. There’s no telling when they’ll come back around. Hopefully this means more of Fortnite’s missing-in-action cosmetics will make their long-awaited returns sometime soon.

Speaking of long-awaited cosmetics, there’s still no telling when The Foundation cosmetic will hit the Shop, but fans have seemingly determined that the masked man is played by Dwayne “The Rock” Johnson.

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Zack Snyder Unveils Army Of The Dead Poster Ahead Of New Trailer

Sometimes you just gotta get that money. And sometimes, there are zombies in between you and that money. That’s what Zack Snyder’s upcoming film, Army of the Dead, is all about. The director released a new poster today, ahead of a new trailer set to drop on Tuesday, April 13.

The tweet and poster both come on the heels of a special preview event Snyder and publisher Netflix put together to promote the film. The movie tells the story of a group of mercenaries raiding a casino in a zombie-infested Las Vegas. The event has since ended, but you can still catch the VOD over on the Netflix Twitch channel. Viewers were asked to crack a code to register for the Tuesday event. The video goes on for about an hour and features security cameras overlooking different parts of a casino–presumably the one that mercenaries are breaking into in the film. The video itself isn’t terribly eventful. Zombies wander around, and occasionally a dumb human in a hazmat suit or with a camera wanders in and gets eaten.

Before Zack Snyder was known for his “cut” of Justice League and making Batman say a swear, one of his big breakout films was his remake of Dawn of the Dead. He wanted to make a second zombie movie, and Army of the Dead was announced in 2007. It never happened due to financing issues, and then Snyder got busy bringing DC Comics’ biggest characters to life in movies like Watchmen and Justice League. Army of the Dead officially began filming in 2019 when Netflix picked up the movie rights from Warner Bros. Now, Army of the Dead is set to finally see the light of day when it hits Netflix on May 21, 2021.

Army of the Dead stars Dave Bautista (Guardians of the Galaxy) and Ella Purnell (Miss Peregrine’s Home for Peculiar Children), as well as Ana de la Reguera(Eastbound & Down), Garret Dillahunt (Fear the Walking Dead), Theo Rossi (Luke Cage), and Tig Notaro (Star Trek: Discovery). Snyder directed the film and co-wrote the screenplay with Shay Hatten and Joby Harold.

With this movie releasing on May 21 and Zack Snyder’s Justice League just a few weeks ago, that makes two Snyder projects hitting streaming services in two months. Zack Snyder must be a busy guy.

Turns Out Diablo 2 Is Still Really Good (Resurrected Alpha Impressions)

Please don’t be mad at me, I haven’t played Diablo 2 since middle school. And at that time, my friends (who were also high-level StarCraft and Warcraft players) basically carried me through most of the experience and the Lord of Destruction expansion. However, Diablo 2 showed me the satisfaction you can get out of a good hack-and-slash RPG, tearing through mobs (often with friends), using different classes and builds, and being smart about how to handle the tougher encounters.

After spending some time with the technical alpha, I now see how Diablo 2 Resurrected delivers that exact experience all over again. It really is Diablo 2 with a fresh coat of HD paint, running without a hitch on modern systems. It plays identically to the original game and preserves that experience one-to-one, but with a few quality-of-life improvements and some major visual enhancements that don’t affect the core gameplay systems. This is essentially what Blizzard did with StarCraft Remastered back in 2017–the same iconic game looking real fresh.

And just like StarCraft Remastered, Diablo 2 Resurrected lets you swap between the visual styles instantly with a keystroke. Both graphical modes run simultaneously, and switching between them is seamless. While it’s not much more than a novelty to scratch that nostalgic itch, seeing the original sprites and choppy animations in a 4:3 aspect ratio helps you appreciate the work that’s been done with this remaster. Revamped assets, high-definition textures, and modernized visual effects like lighting, shadows, and particle effects still maintain the true look and feel of Diablo 2 and use the proper 16:9 widescreen format.

One of the more important, but minor improvements comes with the cleaner user interface. Navigating your inventory, character screen, and skill tree is just a bit easier to parse with this redesign and the HD brush-up is certainly easier on the eyes.

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You can see the UI revamp between the original Diablo 2 and the Resurrected remaster.

Overall, this game is all about its dark, brooding atmosphere that intimidates you along the loot grind and demon-slaying journey, and that’s not lost in Resurrected.

As I’m playing through it again in a single-player local campaign (multiplayer is not available in the technical alpha), the ins-and-outs of playing Sorceress are starting to come back. Again, I’m looking up the different builds that are made possible by Diablo 2’s simple yet diverse skill trees. As I crawl through crypts of Rogue Monastery and the Maggot Lair beneath Aranoch, I’m working towards that Fireball-Frozen Orb build that worked so well some 20 years ago and getting back up to speed on how to control mobs and manage my mana pool. Admittedly, Diablo 2 is a repetitive game, and in 2021, that much is readily apparent. But when the gameplay systems are as tight and satisfying as they are in Diablo 2, running through its series of dungeons is still a ton of fun.

Another thing that’s potentially great for newcomers and veterans alike is the ability to respec your character as many times as you want, free of charge. One aspect of the original Diablo 2 experience was understanding how to build your character from the outset and having to live with some of the mistakes you may have made, unless you use one of the few ways to respecialize your skills. A patch late in Diablo 2’s lifespan granted a respec in the early hours, but there was also a more convoluted way to earn a respec.

It'll take a while to get back up to speed with Diablo 2 if you haven't played in a while.
It’ll take a while to get back up to speed with Diablo 2 if you haven’t played in a while.

Some may argue that unlimited respecs isn’t in the true spirit of the game. However, this being a remaster where the overall point is to deliver the core experience rather than punish you for what’s an antiquated system, I’m not going to complain about it. It’s not going to affect the in-the-moment thrills and challenges we remember most about Diablo 2.

Diablo 2 was incredibly influential, setting a new bar for action-RPGs on PC and became one of Blizzard’s key pillars–it’s quite clear as to why when many of the game’s timeless qualities shine through. But whether or not you prefer the streamlining that was done for Diablo 3’s gameplay systems, you have to admit that the series has evolved in significant ways when you take off the rose-tinted glasses Things like the tedious inventory management, the somewhat basic level design, and the tiresome trek of getting your gear back if you die have shown their age, of course. And as integral as the stamina system is for how you approach combat situations, it is rather an annoyance from an exploration standpoint. Diablo 2 Resurrected has been a great time, but having it is also important for seeing the genre’s growth.

I’m still very early in this nostalgia rush of a playthrough, but aside from early server issues during the first hour of the alpha being live, Diablo 2 Resurrected is shaping up to be a damn fine game, because, well, it’s Diablo 2 reimagined. It very much gives me that “this is what it looked like to me back in the day” vibe, and it’s a cool feeling when I can switch the visuals to see just how wrong I was.

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Side-by-side, you can see just how much Diablo 2 Resurrected improves the visual quality.

I don’t know if I’m down to struggle through Act IV or Baal runs on Hell difficulty in the year 2021–I got a lot of games in my backlog as is. But if that’s something you want to relive, or even play through for the first time, Diablo 2 Resurrected is showing all the signs that it’s going to preserve that unique RPG that many of us remember fondly. So far, it’s exactly as advertised, and I’m excited to see how the multiplayer experience will hold up in this remaster.

Diablo 2 Resurrected is scheduled to launch sometime this year on PC, PS4, PS5, Xbox One, Xbox Series X|S, and Switch. Blizzard has a beta phase planned before launch as well, so more people will be able to get a chance to try this remaster.

Now Playing: Diablo 2 Resurrected – 18 Minutes of Sorceress Gameplay