Biomutant Gameplay Breakdown: A Weird Open World Concoction of Zelda, Shadow of Mordor, And More

Over the course of almost four years, developer Experiment 101 has revealed slivers of information about Biomutant, its bonkers open-world adventure. Those tidbits of knowledge form a scattershot, incomplete picture of a freeform RPG that might be a bit Zelda-y. But, thanks to a recent chat with Experiment 101 studio head Stefan Ljungqvist, we now have a more comprehensive understanding of what Biomutant is.

“If you like Breath of the Wild, or that type of structure, I think you’re really going to enjoy this game,” Ljungqvist tells me, confirming that Zelda suspicion. But as he continues to paint a picture of Biomutant, plenty more games come to mind; Far Cry, Mad Max, Monster Hunter, and even Fallout among them.

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Biomutant is built around three “facets”; a Tribe War, the world-sustaining Tree of Life, and your character’s backstory. A linear mission chain, designed specifically to provide some structure to the otherwise freeform world, forms the main storyline, and will guide players into these three facets. The open-world nature of the game, though, means you can interact with these aspects however you please, within reason.

“There’s six tribes in the world,” says Ljungqvist, beginning his breakdown of these facets. “It’s kind of a Shadow of Mordor-lite thing going on. I start by allying with one leader from a tribe.”

The world is filled with outposts, each owned by one of the six tribes. Conquer these for your chosen tribe, and you’ll begin to amass favour with your new allies. “You gradually become the tribe’s champion,” Ljungqvist explains. “You’ll be awarded the tribe’s special weapon, learn their Wung-Fu style [a special combat technique], and new shops open in respective outposts.” Some outposts even provide access to special mounts, such as the bizarre giant clockwork hand that allows you to scuttle over the landscape akin to Thing from The Addams Family.

With all three of a rival tribe’s outposts conquered, you’ll be able to assault their fortress. “At the end of that you can decide the destiny of the rival tribe’s Sifu [leader], and that plays back into the choices that you are making that tie into the end-game,” reveals Ljungqvist.

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Those decisions relate to the second facet, the Tree of Life, the fate of which will ultimately dictate the destiny of Biomutant’s world. To help contextualise your decisions, the tribes you can ally with are either working towards good or evil goals. “A light or ‘good’ tribe wants to unite the other tribes,” Ljungqvist says. “And they want to make sure that the Tree of Life survives, because they believe that you can have a restart in the world that currently is. Whilst the dark tribes believe you have to destroy what you have in order to start anew.”

Allying with a light tribe doesn’t permanently lock you into a ‘good’ path. Rather, you can abandon a tribe at any time should you have a change of heart. However, you’ll have to then re-conquer previously dominated outposts in the name of your new tribe. Taking over outposts is a permanent achievement, though, so you won’t have to worry about re-taking camps from counter-attacks. “You don’t want to have Starcraft in Zelda,” sums up Ljungqvist.

There are bigger foes than just rival tribes, though. The Tree of Life has four roots that span across the world, each leading to a ‘World Eater’ boss; huge monster battles that demand particular tactics and equipment. “You take them on by using a specific vehicle,” explains Ljungqvist. “It can be the Mekton [a mech] or Googlide, which is the water-ski, or a submarine.”

“To get those [vehicles], you’ll interact with other key characters in the game, to help and get them ready for the fight,” he adds. “Once you’ve fought those four big World Eaters, and depending on the tribes, or on your light or dark Aura [karma], the destiny of those four World Eaters might be different. Will you allow them to live or not, to destroy the Tree or not?”

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The final of the three facets is your character’s backstory, which – naturally – Ljungqvist is keeping a mystery. “Who are you, and where did you come from?” he asks rhetorically. “That’s the third leg of completing this whole main story, and hopefully people will go out into the world and explore that.”

Uncovering that backstory will lead you deeper into Biomutant’s world of strange characters, beasts, and cultures. It’s all built on an eight square-kilometer base; a small map by the standards set by Ljungqvist’s previous work on Just Cause, but still big enough to pack in numerous different biomes.

“The world is diamond shaped,” says Ljungqvist. It’s a design chosen to add a natural sense of direction to the player’s journey. “You start in the bottom corner, and the game will become more difficult once you reach the top corner of the diamond,” he explains. By having ‘narrow’ start and end points, you have specific locations for player on-boarding and a story climax. Between those points, the world expands to its furthest reaches, providing the more freeform meat of the adventure.

While players are free to explore anywhere on the map after exiting that narrow tutorial corner, some zones are gated and can’t be accessed until later in the story. Well, sort of. “For example in the Dead Zone, you are deprived of oxygen,” says Ljungqvist. “If you get the mech, you can go deeper into the Dead Zone without suffocating.” That mech is provided to you by a character in the story, thus meaning the Dead Zone is a later game location. But curious players may find a way into the Dead Zone hours before the story dictates.

“It’s open-world, and you can go to any of these characters in any order,” Ljungqvist teases. “Even if you have a main quest marker, you can choose to not take that and meet another character.”

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Alternatively, players can instead use Biomutant’s gear and mutation systems to help them into those areas. In terms of the Dead Zone, you may be able to find a gas mask. It’s no mech, and so the zone’s biggest challenges may still be beyond you, but at least the air won’t kill you. For areas that demand a little extra height, players without access to the air balloon may seek out the ability to place bouncing mushrooms, or learn to levitate, or use telekinesis, or glide over the obstacle using a wingsuit. It’s in these multiple methods to overcome challenges that you can see Experiment 101’s Breath of the Wild-like aspirations shine through.

Many of the aspects that Ljungqvist describes to me in our chat do not break new ground. At least, not on their own. But there’s something about their interconnectedness that intrigues me. In education, 101 typically refers to the first lesson in a subject. The basics. True to its name, Experiment 101 seems to be, well, experimenting with a variety of basic open world ideas in pursuit of something more. There’s a surprising amount of moving parts packed into Biomutant’s modestly sized map, all seemingly linked together. And with its bright, furry aesthetic and kung-fu inspired animation, these familiar parts could come together to feel experimental and new.

That’s the feeling on paper. I’ve yet to play Biomutant, so I have no idea if what’s in my head is reflected in the game. But after my chat with Ljungqvist, I believe that Biomutant has much more going for it than just its striking key art and saturday morning cartoon weirdness. I’ll find out if that’s true when it releases in May.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

EA Has Made $3 Billion from Star Wars Games – and It Isn’t Slowing Down Anytime Soon

EA has made over $3 billion from its slate of Star Wars titles, and it isn’t planning on slowing down development for how many games it makes within that license – even if it no longer holds the exclusive rights to make them.

Speaking during yesterday’s EA earnings call (as transcribed by Seeking Alpha), EA CEO Andrew Wilson was asked if the company would be changing how it develops games after seemingly losing the exclusive license to create Star Wars games.

“I don’t think you should imagine that the fact that some other people will build some Star Wars games is going to change our commitment to that IP or our ability to build the appropriate number of games,” replied Wilson.

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Wilson made clear how valuable Star Wars has been to the company, pointing out that EA Star Wars games have brought in “over $3 billion in net bookings” and 52 million sales since EA began making them (including before that exclusivity deal). Mobile game Star Wars: Galaxy of Heroes has brought in $1 billion of that amount on its own.

Wilson then made clear that the company has no plans to slow down its Star Wars games production: “We’re excited by what we’ll be able to do in the future. But you shouldn’t read this as necessarily us building [fewer] titles.”

Wilson added that EA will continue to invest in the franchises it’s created (we’ve already got a sense that we’ll see a Jedi: Fallen Order sequel), “as well as some new experiences across platforms for the future.”

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Star Wars’ gaming future has been left wide open after Lucasfilm Games returned as a brand and announced an Ubisoft open world Star Wars game. EA subsequently made clear that it would continue to make Star Wars games. Given that it’s aiming to make just as many as it has been, we might be seeing a lot of new Star Wars games in the next few years.

Ubisoft Massive’s game is still relatively unknown, but job listings have hinted at a few features. Lucasfilm says it has more games to announce as the year goes on.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

GoldenEye 007: Cancelled Remaster Files Have Leaked

The game files for Rare’s cancelled GoldenEye 007 Remaster have been shared onto the internet.

The remaster, originally planned for release on Xbox 360 via XBLA but eventually cancelled due to a rights issue, was brought to everyone’s attention once again last month via a video showing a full playthrough. But now the files have been posted to archive and sharing sites on the internet, allowing the public to get their hands on the doomed project.

As demonstrated by the video uploaded to YouTube, this remaster allows you to swap between original and upgraded visuals, much like the Halo remasters. It runs at 60FPS and can be played at 4K, which is quite a leap beyond the capabilities of the Xbox 360 console for which it was built.

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In the YouTube video of the remaster, uploader Graslu00 says that they were told the game would be possibly released in some form to the public in 2021. It appears that release has come very quickly.

Playing this version requires the use of an emulator or a modded Xbox 360, so it’s important to note that anyone wishing to seek the files out will be dabbling in murky legal waters, not to mention the fact that the game itself has likely leaked from within Rare and can thus be considered stolen property.

For legitimate Bond, we can all look forward to Project 007 from Hitman developer IO Interactive. The studio has certainly proven its Bond credentials in Hitman 3.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

Marvel’s Spider-Man: Miles Morales Sold 4.1 Million Units in 2020

Marvel’s Spider-Man: Miles Morales sold through 4.1 million units in 2020.

Revealed during Sony’s Q3 FY2020 results, Marvel’s Spider-Man: Miles Morales contributed to the total PS5 and PS4 game unit sales in 2020 that reached 103.7 million. First-party sales accounted for 18.4 million units sold, which Miles Morales qualifies for.

The PlayStation 5 shipped 4.5 million units in 2020, matching the PS4’s launch amount in 2013. The PS4, on the other hand, shipped 1.4 million units.

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For comparison, Marvel’s Spider-Man, in 2018, became the fastest-selling PlayStation exclusive of all time with 3.3 million copies sold within the first three days of its release.

In our Marvel’s Spider-Man: Miles Morales review, we said, “Marvel’s Spider-Man: Miles Morales may not be quite as packed with content as the original, but it stands out as an essential story in Insomniac’s Spidey Universe. It earns its spot as a fantastic follow-up, telling a wonderful Miles-specific story while improving upon the fundamentals of the first game with distinctive moves and enemies.”

Also in 2020, PlayStation Plus saw its subscriber count reach 47.4 million, and there were 114 million monthly active users on the PlayStation Network in the quarter. It was also announced that 87% of PS5 users are subscribed to PlayStation Plus.

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For more on Marvel’s Spider-Man: Miles Morales, check out the new 60FPS ray tracing mode, what games joined Miles Morales in our list of the best PS5 games, and our complete Wiki guide to help you become the best Spidey you can be.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

PS5 Shipped 4.5 Million Units in 2020, Matches PS4’s Launch

Sony has announced that the PlayStation 5 shipped 4.5 million units in 2020, matching the PlayStation 4’s launch in 2013.

Revealed during Sony’s Q3 FY2020 results, the game and network services segment of Sony saw a 40% increase year-on-year, in large part due to the launch of the PS5 on November 12, 2020.

Sony also confirmed that there was “loss resulting from strategic price points for PS5 hardware that were set lower than manufacturing costs.” It also noted that it is still on track to meet its goal of 7.6 million PS5 sales by the end of March 2021.

The PS4, which shipped 1.4 million units in the same time frame, saw “higher profit margins” in hardware costs. In the same quarter last year, PS4 shipped 6.0 million units.

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PS5 and PS4 game unit sales reached 103.7 million, up from 83.3 million in the same quarter in 2019. First-party titles accounted for 18.4 million of the total game sales. Year-on-year, total game sales and first-party game sales are up from 83.3 million and 16.3 million, respectively.

While digital game sales were down from 59% to 53% of the total game sales, they were up from the 50% in the same quarter in 2019.

It was also announced that Mavel’s Spider-Man: Miles Morales sold through approximately 4.1 million units by the end of December 2020.

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PlayStation Plus saw its subscriber count reach 47.4 million, and there were 114 million monthly active users on the PlayStation Network in the quarter. Furthermore, 87% of PS5 users are subscribers to PlayStation Plus.

For more on PlayStation, check out your PlayStation Wrap Up to see you gaming stats from 2020, the state of PlayStation Studios, and the Best PS5 games.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Embracer Acquires Gearbox in $1.3B Deal

Borderlands developer Gearbox has today announced it will be joining Embracer Group as a wholly-owned subsidiary of the Swedish holding company formerly known as THQ Nordic AB. The deal, reportedly worth up to US$1.3B, will see Gearbox and its 550 staff in Frisco, Texas and Quebec City become Embracer Group’s seventh official operating group.

Embracer’s existing operating groups include THQ Nordic, Saber Interactive, Koch Media, DECA Games, Amplifier Game Invest, and Coffee Stain Holding.

“Lars [Wingefors]’s vision of Embracer as an allied partner group committed to fuelling and accelerating the ambitions of a series of decentralized, successful entrepreneurial companies while magnifying the collective value and advantages of diversification across the entire group is the most brilliant strategy and design for short, medium, and long-term success in this industry that I have ever encountered in my 30 years in this industry,” said Gearbox co-founder and CEO Randy Pitchford in a statement accompanying the announcement. “The feeling at Gearbox is that we are just getting started and this transaction is not merely a stimulant for the talent of our employee-owned company, but a propellant for the exciting future we have planned.”

Pitchford will continue as Gearbox boss following the merger.

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Embracer has also acquired Austin, Texas-based developer and publisher Aspyr. Aspyr and its 140 staff will operate as a stand-alone entity under Saber Interactive.

Gearbox and Aspyr join a long list of acquisitions for Embracer, which spent 2020 scooping up an exhaustive list of developers from all over the world (including 13 companies announced on a single day). Embracer now has access to more than 200 game franchises and more than 5,500 employees.

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Luke is Games Editor at IGN’s Sydney office. You can find him on Twitter sporadically @MrLukeReilly.

Winds of Winter: George R. R. Martin Wrote Hundreds of Pages in 2020

George R.R. Martin has shared an update on The Winds of Winter, the sixth installment of his fantasy series A Song of Ice and Fire that was adapted into HBO’s Game of Thrones, revealing that he’s written “hundreds and hundreds” of pages in 2020.

Martin explain in a Not a Blog entry that, while he has made a lot of progress in The Winds of Winter, he still has “hundreds of more pages to write to bring the novel to a satisfactory conclusion.”

Despite that, he claims that 2020 was “the best year I’ve had on WOW since I began it.”

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He hopes to reach this “satisfactory conclusion” in 2021, but makes no predictions on when he will finish the much anticipated novel.

“Every time I do, assholes on the internet take that as a ‘promise,’ and then wait eagerly to crucify me when I miss the deadline. All I will say is that I am hopeful.” Martin wrote.

Martin also discussed the impact that the COVID-19 pandemic has had on him and his loved ones, Trump, and how he has “a zillion other things to do as well.”

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Martin shared a similar sentiment last year, hoping that “both COVID-19 and The Winds of Winter will be done” in 2021.

For more on Game of Thrones, check out the news of a Game of Thrones animated series, a possible Game of Thrones prequel with a “Tales of Dunk and Egg” series, and what Martin thinks is his favorite Game of Thrones scene.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Mass Effect Legendary Edition: Release Date, Changes, And Everything We Know

The Mass Effect trilogy is returning almost 10 years after BioWare wrapped up the story of Commander Shepard in its sci-fi RPG series. BioWare is re-releasing all three of its original Mass Effect games as the Mass Effect Legendary Edition, which brings a host of improvements to the original games and puts them together in one big package.

BioWare released a whole lot of information about what we can expect from the Legendary Edition, including what it improves, what it changes about the trilogy’s story, and what it leaves out from the original games. Check out the complete rundown of everything we know about Mass Effect Legendary Edition right now, including when you can play it.

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Mass Effect Legendary Edition Release Date And Platforms

Mass Effect Legendary Edition releases on May 14 for PlayStation 4, Xbox One, and PC. It’ll also be available on Xbox Series X|S and PlayStation 5 through backward compatibility.

Mass Effect Legendary Edition Preorders

You can preorder the new Mass Effect trilogy right now in a variety of versions, including digital and physical copies. The game itself will run you $60, and there’s also a physical collector’s edition that comes with a host of physical goodies–but bear in mind, it doesn’t include a copy of the game, so you’ll have to snag that separately. Head over to our Mass Effect Legendary Edition preorder guide to see all your options.

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Is A Switch Version Coming?

A Switch version is not currently announced–just Xbox One, PS4, and PC. But Mass Effect Legendary Edition director Mac Walters said he’d “love” to release the game on Switch as well, and suggested it could be a possibility in the future. We just don’t know at this point.

What Does The Package Include?

You get Mass Effect, Mass Effect 2, and Mass Effect 3 in the Mass Effect Legendary Edition, which are unified by a launch screen that lets you load into each of the three games. They won’t run one into the next, though; if you finish Mass Effect, you’ll have to go back to the splash screen to load Mass Effect 2.

The package also comes with almost all the DLC that’s been released for the trilogy, more than 40 pieces that includes all additional story content, weapons and armor packages, and the like.

Not all the DLC made it in, however. Mass Effect’s Pinnacle Station add-on, which was mostly combat-focused and added a few Achievements to the original Xbox title, is not part of the package. BioWare said that the source code for the DLC has been corrupted–that’s why the developer couldn’t bring it along for this package.

Is Multiplayer Included?

Nope. BioWare said it’s not including multiplayer because it wants to focus on the single-player experience for the Legendary Edition, which means it’ll be rebalancing Mass Effect 3 to take that into account. (In the original release of ME3, you needed to raise a stat called “Galactic Readiness,” which could be achieved by completing multiplayer matches.)

The Mako will take you to some great-looking locales when you revisit Mass Effect in the Legendary Edition.
The Mako will take you to some great-looking locales when you revisit Mass Effect in the Legendary Edition.

What’s Upgraded?

Mass Effect Legendary Edition makes a lot of changes to the game, but it primarily improves the visuals of the originals. The games run in 4K HDR at 60 FPS on all platforms. BioWare says it’s also optimizing the remaster for the new console generation to get a more consistent and smooth experience. Character models (including that of FemShep) are also improved and there’s now a consistent character creator across all three games.

Here’s a quick list of other improvements to Mass Effect’s visuals:

  • Tonemapping
  • Anti-aliasing
  • Volumetrics and fog
  • Depth of field and bloom
  • Bokeh depth of field (to enhance the art style)
  • Subsurface scattering on the skin
  • Ambient occlusion (previously only on a select few cutscenes in ME3; it’s now present across the trilogy

What’s Changed From The Original Trilogy?

BioWare has made a whole mess of tweaks to the original games, mostly on the gameplay side to create more consistency between each experience. There are some tweaks to the original trilogy’s story, although don’t expect cut content to be added into the games. Elevators rides are getting severely shortened. Galactic Readiness, a mechanic in Mass Effect 3, is getting rebalanced. Check out our complete rundown of what’s changing in the Legendary Edition.

Are There PS5- Or Xbox Series X|S-Specific Improvements?

Sadly, no. BioWare said it isn’t adding specific features for each console–there won’t be unique haptic feedback on the PS5, for instance, or special utilization of Quick Resume on Xbox Series X and S. Console versions will leverage the new hardware’s additional power, though, so expect some serious reduction in load times with the Legendary Edition.

How Does The Mass Effect 3 Ending Work?

When Mass Effect 3 came out back in 2012, there was a big outcry about its ending–both the content of how the ending worked, and how the aftermath of the final moments gave little context about what happens to the galaxy after Shepard’s story ends. In response, BioWare soon released a patch for the ending that added a lengthier ending cutscene to each ending of the game’s endings, running down the effects of what happened.

When you play Mass Effect 3 in the Legendary Edition, you’ll only be able to access the extended version of the ending–the original isn’t in this package.

Now Playing: Mass Effect Legendary Edition Has HUGE Changes

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Following BioWare Departures, EA “Very, Very Confident” About Studio’s Future

Following the departure of BioWare’s former general manager Casey Hudson and Dragon Age executive producer Mark Darrah, EA leadership is reassuring investors that it is “very, very confident” in the studio’s future.

During the company’s Q3 earnings call today, CEO Andrew Wilson responded to a question from an investor about the recent departures by praising BioWare, while simultaneously acknowledging criticism over the studio’s output in recent years.

“I think that from the outside world there have been some blips in [BioWare’s] delivery over the last couple of years, but that has come as a result of them pushing deeply into innovation and creativity, and we feel very, very confident about their future roadmap,” he said. “And we’ve talked about games like Dragon Age and Mass Effect in their future.

“With respect to Casey and Mark leaving, both good friends of mine, and we have tremendous respect for both of them. But this happens in the natural course of creative organizations from time to time, and we feel very very good about the ongoing leadership of that studio.”

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Hudson and Darrah departed the studio in December, leaving Samantha Ryan in charge of the studio as a whole, Christian Dailey in the role of Dragon Age executive producer, Matthew Goldman staying as creative director on the same project, and Mike Gamble remaining as the lead on Mass Effect: Legendary Edition.

Today, Mass Effect: Legendary Edition received an official release date for May, and you can read our early impressions of the trilogy collection here.

BioWare is also currently working on a new Mass Effect project with a “veteran team,” as well as Dragon Age 4 — which received a new cinematic trailer at The Game Awards in December.

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Rebekah Valentine is a news reporter with IGN. You can find her on Twitter @duckvalentine.

With Codemasters acquisition, EA aims to release a new racing game every year

EA is hoping that its planned acquisition of British racing game maker Codemasters will enable it to start releasing a new racing game every year, on par with its other EA Sports franchises.

In a slide deck accompanying the publisher’s Q3 financial results today, EA highlighted the motivations behind its pending acquisition, including the desire to increase its presence in racing, with EA CEO Andrew Wilson describing the sport as “one of the few truly global sports” during the company’s earnings call.

EA’s presentation further outlined Codemasters’ IP line-up, which includes owned IP Dirt, Dirt Rally, Grid, Project Cars, and upcoming mobile franchise Project Cars Go, as well as licensed IP F1 and upcoming licensed games for World Rally Championship beginning in 2023.

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These would be added to EA’s owned racing franchises Need for Speed and Burnout Paradise, as well as Real Racing — which hasn’t had a new game launch since Real Racing 3 in 2013.

Later in the earnings call, COO Blake Jorgensen praised the viability of F1 racing in particular as a global franchise currently gaining further traction in the US, suggesting that EA hopes to become the go-to publisher for racing games more broadly, saying the genre is “one of the best growth opportunities there is.”

“On top of the fact that the Dirt Franchise, the Grid franchise, all of their franchises are incredible games, but none of them are actually taking advantage of a large publishing organization and the marketing muscle that we are able to deliver. And we think that has growth to it. Not to mention, the talent that can continue to help our Need for Speed business or our Real Racing business could be very powerful. So we know it is not a FIFA-sized business, but we know there is an incredible opportunity to own essentially all the driving business there is.”

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Wilson added that EA also sees an opportunity with Codemasters’ titles to incorporate further live service elements, saying that “F1 plus live service plus our marketing muscle is a profound opportunity.”

This comes alongside a further statement from Wilson during the earnings call, stating EA’s intent to expand EA Sports into different types of sports, with more announcements planned “in the weeks and months ahead.” Wilson added that this includes “at least one new experience” launching next fiscal year — which begins April 2021.

EA announced its intent to acquire Codemasters earlier this month for an approximate price of $1.2 billion, which was initially in contest with a $1 billion offer from Take-Two Interactive before the latter retracted its offer. The acquisition is expected to complete in Q1 of 2021, or between April and June of this year, and is currently pending a shareholder vote from Codemasters.

Codemasters launched Dirt 5 in November of last year as a launch title for the PlayStation 5 and Xbox Series X/S. Our review called it “a complete about-face” for the franchise, and an “unabashed, arcade-inspired racing experience.”

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Rebekah Valentine is a reporter for IGN.