Gears 5’s Campaign Is Inspired By Open World Games And RPGs

Gears 5’s campaign has mostly remained a mystery since the game’s reveal at E3 2018. The Coalition head Rod Fergusson has hinted at big changes, even noting the dropping of “of War’ as a way to give even the title a different feel.

Speaking to Fergusson, Gears of War 4 was a way to show fans, and themselves, that the team at The Coalition was capable of making a good Gears of War game. And Gears of War 4 was exactly that, but it left some people wanting for more of an evolution from the series’ new developer. That’s the goal with Gears 5, which tackles open environments, adopts some light RPG elements, and encourages creative player choice in combat.

However, talking to the team at The Coalition, Gears 5 is not meant to be an open-world game or an RPG. After playing the campaign for about five hours, I can say with confidence that it’s still a Gears game. And speaking with many members of the studio, that’s exactly what they wanted: a Gears game for which they took the genres and traits they’re inspired by and made it all into something that works for the Gears series.

In one of my conversations, I got the opportunity to speak to Fergusson and franchise narrative lead Bonnie Jean Mah about Gears 5. We discussed what it’s like to take Gears in new directions under Microsoft; the inception of Gears 5’s unique vehicle, the Skiff; and the fierce battle over Kait’s hat.

The first thing I’d really like to talk about is how Microsoft is picking up all these studios, and obviously new games are being made in new franchises, but how has it been with Gears? Has Microsoft been good about changes to the franchise?

Rod: They actually don’t have any creative input at all. That’s one of the nice things about how Matt [Booty, head of Xbox Games Studios] runs the studio organization. And Phil [Spencer] as well, was really just about trusting the studio heads. It’s really about trusting the studio heads and the teams there to recognize what’s the best way to leverage whatever it is they’re building. And so I think with the smaller studios, you’re seeing a bunch of opportunities for lots of new IP and new and interesting content that fits very well on Xbox Game Pass. And then on the more franchised studios like Halo and ourselves, it’s just about how can we continue to evolve?

Matt has a great line around just building great games. It’s just the notion of don’t worry about business models, don’t worry about subscriptions, don’t worry about changing things to adopt to a particular strategy. If you make an awesome game, then we can take that awesome game and apply it to different strategies. So rule number one is to make a great game and focus on quality of execution. And that’s kind of what we pride ourselves on at The Coalition. We say what we do and we do what we say, and when we say we’re going to deliver you a game, we deliver you a game, and we do it at the highest quality we can.

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Xbox’s public image at the moment seems to have flipped on its head from the beginning of the generation, where it’s now a lot more forward-thinking, open to change, and focused on players. But I see this common public conception that Microsoft exclusives have not hit as hard as they did last generation. Did that ever put any weight on The Coalition to swing for the fences with Gears 5?

Rod: For us it was about growth of the franchise, you know? And we looked at it like this: okay, Epic put Gears of War on a shelf and said, “We’ll never make it again.” So when Microsoft bought Gears, I was really excited about the fact that we can actually see where this is capable of going. And then sort of parallel to what Microsoft was doing, we wanted to expand the audience and the reach of the Gears of War brand. So how do we go back to what it was in its heyday?

And the notion now of two comic book series, which just started its second novel; working on the movie; and now we’re on our third game with The Coalition between Ultimate Edition, Gears 4, and now Gears 5. And our licensed products and clothing thing with AAPE and Funko Pop and Tactics. We’re just trying to continue to grow the franchise and expand it in a meaningful way that runs parallel to what is going on at Microsoft. But it isn’t Microsoft saying, “You shall do three games or you shall do this!” In fact, when I announced the three games, they didn’t want me to announce all three games. They were like, “Oh, just save them.” And I’m like, “No, I want to tell everybody we’re doing three.” [laughs]

And so in some cases, again, I think the strength of the bottom-up way we’re doing things now allows for each studio to have its own identity and to be creative–the top-down stuff doesn’t work. And we saw that I think. I was part of the Gears of War Kinect game that never saw the light of day, and that was okay. How do we force something to be on strategy? And now the strategy is to make awesome games and then we’ll figure it out.

I think it’s very interesting to see traditionally linear shooters move towards a more open environment. How’s the team adapted to the open-world setting? Has it been exciting?

Rod: Yeah, for sure. It’s probably one of our biggest challenges. That’s one of the things we talk about. The unfortunate part is once you figure something out, you have to go down to where you truly understand it. So we had a team that didn’t make Gears before, so we made Gears 4. We were feeling pretty confident. “Okay, we know how to make a Gears game, we know how to do all this stuff,” and then this little thing called ambition gets in the way and you start creating new ideas that nobody has a clue how to do necessarily. And it makes an interesting challenge again.

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I think the combination of RPG systems and the idea of really large levels that require traversal were challenges. I don’t know that you’ve gotten to it in Act III, but it’s really, really leaning into this sort of “Do it in whatever order you want to do it in,” and the idea of branching narrative and different combinations of “This is the third time I’ve been here, but I didn’t do these first two things, so how do I talk about that?” Huge challenge, and actually a bigger challenge than we expected. And that was one of the things that we developed through iteration. We did a new development process this time about what we call horizontal slices, and so because we had gone through Gears 4, we were able to get things stitched together quickly, more quickly, and so we were able to have what we call the Genesis Build.

We didn’t know what to name it, we were like, “Okay, over Christmas, we’re going to be able to play the game all the way through, but we’re not at alpha yet, so what is it?” And we’re like, “What comes before alpha?” So we finished it and said, “Oh, screw it. Genesis comes before everything else, so we’ll start at Genesis.” And so we had a Genesis Build where we could see all the systems together and we could see the world stitched together, and then we just got a bunch of feedback from that and then we said, “Okay, we have to pivot a bunch of things.” And then we did another iteration of it; we did Genesis 2. And then we did another iteration and then we did Alpha. So those iterations were really about how we deal with the size of this level and how fast the Skiff can travel and how detailed we can fill the world, and how we deal with branching narrative.

I was just saying earlier that when we started, you couldn’t get off the Skiff until you pulled up to a dock, and now we’re like, “That’s too limiting,” so now you get off wherever you want. So what does that mean for the world and how do we stream it in? That kind of stuff. So there was just a lot that we had to go through to figure it out. And fortunately we had people from Assassin’s Creed and Far Cry, we had people who had previous lives that had been on those types of games. And we just knew that we weren’t trying to be another Red Dead or Far Cry or Ghost Recon. We were just saying, “How can we take Gears and make it feel more open and expansive without trying to go toe-to-toe with Ubisoft?” Because that’s not really what this game is. We just wanted to take inspiration from genres we love to give a bit more freedom and that idea of player choice.

It’s funny you mention Ubisoft because when I was in Act II and it was like, “We have to go to that tower!” I’m like, “Oh crap, I’m going to have to climb this tower.” Thankfully not.

Rod: [laughs] No, no, there’s no tower climbing.

Gallery image 1Gallery image 2The two open environments I explored during my five hours with the game.

But going back to the Skiff. How did the team land on it? Because when you think Gears, you immediately think, “Oh, a cool guy truck that you’re going to drive around the world.”

Rod: It was a battle. It was literally a battle, much like Kait’s hat. So in Gears 4, we had the beret on Kait, and almost everybody hated it.

Bonnie Jean Mah: I liked the hat.

Rod: I mean, you and I liked the hat.

Bonnie: Yeah, we liked the hat. [laughs]

Rod: We essentially had to fight really hard to keep Kait’s hat. It was one of those things where I was like, “Look, I don’t pull rank very often, but we’re keeping the hat.” And so it was one of those things when we got to the Skiff because Gears 4 was about wind flares, and I wanted this idea of Sera as a hostile host that’s trying to get rid of humanity with all these storms that are kind of fighting you as well. That idea of wind was really important to keep as a throughline, and so I really wanted a wind-driven vehicle.

But there was complexity around that. Originally, I wanted a sailing simulator because I’m that kind of a geek, but all of our user testing showed that nobody really enjoyed heading into the wind and having to understand the tacking. So we had to find ways to cheat it and make it feel different, but the number of times that engineers came up to me and said, “Can’t we just make it a dirt bike? Can we not make it a Jeep? Please, God, let it be a monster truck.” And I’m like, “Nope, it’s a weird sailing thing that you ride on the back of.” You’re kind of parasailing or wakeboarding off the back of this thing.

And so, there was a number of times where people were trying to rebel against it, and it felt like it was an opportunity to do something really cool and ownable, and at the end of the day I think where we landed, much like Kait’s hat, was that it turned out really awesome and I think it is a unique sort of differentiator for us.

It definitely brought back some memories of snowmobiling. It’s a really neat feeling thing.

Rod: And I love in Act III when it gets overloaded because it’s a two person vehicle but you have four people, and watching them be tethered in and leaning to help you keep stable and stuff. The animations, I really enjoy watching them as I drive. And it feels really good.

Yeah, I was definitely like, “More people, easier to tip,” but I still couldn’t get it to tip.

Rod: [laughs] Exactly.

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So where does Gears go from here? Does it get bigger, even more open?

Rod: I have trouble imagining a bigger game than Gears 5. It’ll be interesting to see how people react to some of the changes. I don’t know how people will react to the RPG-ness, how people will react to the larger levels, and the skiffing around. We got feedback about how not everybody loved the Horde elements in the Gears 4 campaign where you had a fabricator and you had to defend that.

We were trying to create a Horde tutorial in the campaign and some people were like, “It’s not my favorite thing.” So it’ll be interesting to see how people react. I feel like we’ve changed the game enough that it’ll be really cool to get feedback on.

I was surprised by a lot of the new stuff, but even more surprised by how much it still felt like Gears. Just before I came in here, I did a whole little section completely undetected. And in that first area with the Rejects, I shot down a shock trap and got detected by one of them so they’d run at me and get caught in it. Oh, and shooting the frozen pond and watching them fall in was hilarious.

Rod: Yeah, that’s my favourite thing. Drop Shots on the ice are amazing.

Why did The Coalition decide to put such a focus on these player-created moments in combat?

Rod: We were saying we want to challenge expectations of player choice. What are ways that we can give the player more choice? And so one way is player-initiated combat. I learned that lesson from Bioshock Infinite. And so, the idea that there are battles that the swarm are just kind of meandering around and whatever, and you get to look around and see that there’s a weapon over there or there’s a flank point there or a sniper over there, and then what are the tools I have in Jack that I can sort of use to overcome the situation?

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We wanted to allow you that moment to take it in and decide how you wanted to play it out. And then with some enemies having health bars, it allows for a different style of play because it means that if I know that Carrier is down to one-twentieth of its health, I know I can rush it and maybe kill it before it crushes me. But in previous games, you’d be like, “It’s a bullet sponge and I don’t know when it’s going to die so I don’t know when to make my play.” And even things like Stim, where I can go into overhealth and be super aggressive because it’s my get-out-of-jail card.

It allows me to play it differently. Normally, I’m back of the room sniping, and now I kind of go a little bit more on the frontline and use Jack to save my ass whenever I make a mistake. And with the RPG elements [Jack’s upgrades], we mix it up. What are the ways that people are going to play? We didn’t want there to be one where you would just fill up all the upgrades, and at the end, everybody plays the same. That’s why we didn’t do the tech tree thing. We wanted people to be like, “Oh, I want to invest in this thing” or “This is the way that I like to play. I like stealth, so I want to do this,” or “I don’t like stealth, I like this.”

I thought it was really cool that when I was going by certain things, Del was like, “Holy crap, there’s a condor, or holy crap, there’s a train tunnel. Maybe we should check it out.”

Bonnie: And the cool thing is, if you do explore all that, we’ve actually worked really hard to build a history into the world. So environmental storytelling was a big push this time around, so it’s not just the world that you’re exploring, it’s what lies beneath. So we tried to add layers, like in Act III when you’re going through the BYR Space Facility. There was a civil war there, so we have these layers of story.

We have what the facility was, and we have the war that took place there, and then we have the Swarm here now. Why are they here? We have all of these layers of story and collectibles all throughout the whole thing to fill in the blanks if you do want to know more about those stories.

And the side quests, like you just mentioned. There’s a condor crashed over there, you can decide to delve into that or not, but it’s a way of enriching our world.

Rod: Yeah, and the combination of when you go into the ice level and we can tell you a little bit about Gears 2 with Operation Hollow Storm. And so you’re learning about the derricks and the grind lifts, but at the same time you’re learning these things, you’re picking up a collectible that eventually unlocks the freezability on Jack’s Flash ability. So it kind of duo-layers, we sort of breadcrumb you through with lore with a payoff at the end, which is a gameplay changing mechanic that you can apply to Jack.

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Alright, I’m all out of Gears questions, but Rod, I’m very interested in how you’ve found the experience of moving to Vancouver, Canada, to work on Gears.

Rod: I love it. Yeah, I love Vancouver. One of the things that surprises me is the downtown and how vibrant it is, because there’s all the tall buildings, and I don’t think a lot of people realize that all the tall buildings are actually residential and not business. So when I first moved here, I lived over by Rogers Arena, and I would go to the airport and be coming out at like 3:30 in the morning to catch a cab, and there’d be people walking around. It felt like it was 10 in the morning, you know?

And so there’s just this sort of interesting culture and vibrancy to this city, and it’s really clean and beautiful and I get to drive through Stanley Park every day on my way home, so it’s been great. And one of the things that surprised me, when I moved to Epic in North Carolina, we lived there for like seven, eight years, and it felt like a lifetime. We shipped three games and I felt like I’d been there forever. And so now I realize, starting in January, I’ll have been here six years, and it’s gone by in a blink. I’ve been so fortunate to come to a place that not only is a beautiful place, but it’s just such an amazing team and studio here. I’ve been very fortunate with Epic and The Coalition to work with the best in the industry. I built a career around getting to work with the best people possible, and so that’s been awesome.

Bonnie, as a Vancouver-native, how has it been seeing the big studios return to Vancouver? Because years ago, it felt like they were all leaving or getting closed down, but now there seems to be a reinvestment in the community from larger studios.

Bonnie: It’s validating for our community. We have an amazing group of artists and technical folk and the game industry here, I mean, there’s a reason why so many of us come here and so many of us stay. It’s because you have that community of developers. We support each other. You’ve got to be nice to everyone because chances are, you’re going to work with them again. It was very concerning when the studios were pulling out, but now you see the big names coming back and we feel like we do have a future. And our industry is strong and growing and we’re not–knock on wood–as worried that people are going to pull out. And we get to keep making games in Vancouver, which is awesome.

To learn more about Gears 5, how it handles microtransactions, and more, check out our articles below:

Ubisoft Explains Why It Doesn’t Release Games On Steam

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Recently, Ubisoft’s Chris Early spoke out against Valve’s PC digital store, Steam, saying its business model is “unrealistic.” He added, “It doesn’t reflect where the world is today in terms of game distribution.” Now, Ubisoft has further clarified its position on the matter.

A spokesperson for Ubisoft told GameSpot that the publisher elected to release The Division 2 on the Epic Games Store instead of Steam because Epic’s distribution model is, in the long-term, more beneficial to publishers.

“It was a business decision to not put new releases on Steam and focus on the Epic Store and Ubisoft Store,” the spokesperson said. “Ubisoft fully supports Epic and their third-party distribution model, which is in the long-term, beneficial for publishers both large and indie and the video games industry. We hope this partnership helps to validate and evolve the model.”

Early’s comments and this statement are likely connected to the revenue split that Epic offers relative to Steam. Typically, Steam typically keeps 30 percent of game sales, with 70 percent going to publishers. By contrast, the Epic Games Store offers much more to the people who make games; on the Epic Games Store, 88 percent of revenue goes back to developers.

Looking ahead, one of Ubisoft’s next big releases, Ghost Recon: Breakpoint, will also skip Steam in favor of launching for the Epic Games Store and Ubisoft’s own Uplay.

The Uplay part of this story is important, too. Uplay is Ubisoft’s own store, so removing Steam from the equation helps drive sales on it. For The Division 2, Ubisoft saw Uplay sales of that game grow tenfold over The Division 1.

It remains to be seen if Ubisoft will ever release another new title on Steam, but for the foreseeable future it seems the company has no intention to.

For what it’s worth, Epic has stated it will change its policy of chasing exclusives if Valve reduces the cut it takes from game sales on Steam.

AHS 1984: Trailer Breakdown & Season 9 Preview

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100 Thieves Won’t Compete In Call Of Duty World League, And Here’s Why

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One of the biggest and most prominent eSports organizations–100 Thieves–will not have a team competing in the Call of Duty World League scheduled to begin in 2020.

In a video statement, 100 Thieves founder Matthew “Nadeshot” Haag said the decision basically came down to money. Activision charges a reported $25 million per team, and this fee was just too high for 100 Thieves, which is still operating as a start-up company with only around 30 people on staff (in addition to its paid competitors).

“Activision has decided to franchise, and obviously there are a lot of costs that come with that,” Nadeshot said. “The CDL is incredibly expensive. It’s so expensive.”

There are upfront costs related to joining the league, as well as operational costs that 100 Thieves would have to bear for “years,” Nadeshot said.

“We are just not equipped and not prepared to make that jump and to make that decision to be all-in,” he said.

Joining the Call of Duty League and putting up the money and resources is “a risk we can’t take right now,” Nadeshot said.

“We’re a start-up. We’re still a new company,” he said. “To make a financial commitment as large as this isn’t possible for us right now.”

Not only that, but because the Call of Duty World League is city-based–like the Overwatch League–100 Thieves would need to plant itself in one particular place, and it isn’t ready to do that. Nadeshot said 100 Thieves is a global brand that doesn’t want to be tied to one particular location.

Nadeshot and the other leaders of 100 Thieves debated this decision for “so long,” he said, but ultimately they decided to pass.

“It’s just a shi**y situation, man; there’s no other way to put it,” he said.

100 Thieves not competing at Call of Duty World League is a big loss for the competitive Call of Duty scene. The 100 Thieves team won twice in the Call of Duty majors competitive circuit in 2019 and came in second during August’s Call of Duty World Championship.

As ESPN reminds us, eight of the nine current members of the Call of Duty World League are financially backed by the same extremely rich groups that own Overwatch League teams.

“For those buyers, the $25 million expenditure is a way of doubling down on Activision Blizzard and trust in that company’s CEO, Bobby Kotick,” ESPN said. “If you’re Los Angeles Rams owner Stan Kroenke, Minnesota Vikings chairman Zygi Wilf or the New York Mets’ Wilpon family, $25 million is a drop in the bucket. But if you’re 100 Thieves, that’s a huge investment–one that could make or break your startup in the future–and it’s arguable if the reward outweighs the risk.”

The next Call of Duty game is the Modern Warfare reboot which launches in October for PlayStation 4, Xbox One, and PC.

Valve To Fight EU Antitrust Charges While Five Other Game Companies Agree To Settle

Valve will be fighting EU antitrust charges over geo-blocking within the EU. Five other video game companies that were presented with similar charges will settle the case.

Reuters reports from sources familiar with the matter that six companies – Valve, Bandai Namco, Capcom, Focus Home, Koch Media, and ZeniMax – have been charged by the European Commission for antitrust practices.

Specifically, the EU claims that the six companies prevented customers in the EU from shopping for better deals on video games within the 28-country bloc. The EU alleges the six companies used geo-blocking keys, so a customer in one EU country couldn’t access another EU country’s web store which might offer the same game for less.

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Check out These Beautiful Shots from the Yakuza 7 Trailer

SEGA threw Yakuza fans for a loop this week with the reveal of Yakuza 7 in a gorgeous new reveal trailer.  The new title, called Yakuza: Like a Dragon in the West, is due out in 2020 on PS4.

The new trailer shows off the newest protagonist Ichiban Kasuga and follows his story in Isezaki Ijin, Yokohama. In the trailer, he appears to turn himself into police, serve some time in prison, and is released 18 years later. The trailer, of course, has its emotional moments, but also shows off some of the quirkiness Yakuza is known for. Check out our favorite stills in the gallery below.

This iteration of Yakuza is a bit of an outlier, however, from what long-time fans might know the game to be. This Yakuza is steering away from its brawler roots to a turn-based combat system.

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SEGA Genesis vs SNES

Decades of video game tribalism, juvenile insults, and schoolyard myths about distant uncles working at certain console manufacturers can be traced back to one provenance: Super Nintendo vs. Sega Genesis. Yes, there were ancient console wars in the ’80s, and today there exists a mild chill between Sony adherents and Microsoft lifers, but the battle was never more ferocious than it was in the mid ’90s, when Sega fielded their Hedgehog against Nintendo’s plumber, and threatened a fight to the death.

Disney decided to throw gasoline on this long-dormant fire on Wednesday, when the company announced they’ll be remastering a pair of the classic platformers: The Lion King and Aladdin, to release fall 2019.

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This New Movie Will Be Filmed Over The Course of 20 Years

Film director Richard Linklater is outdoing himself. The director filmed his Oscar-winning movie Boyhood over the course of 12 years, and now his next film will shoot over a span of 20 years.

According to The Hollywood Reporter, the movie is Merrily We Roll Along, and it’s based on the 1934 play of the same name. The film adaptation stars Beanie Feldstein, Blake Jenner, and Ben Platt, all of whom will be filmed over the course of two decades to tell the story is what appears to be an unprecedented manner.

The story follows a composer, Franklin Shepard (Jenner), who leaves his job making Broadway musicals to pursue a career in Hollywood. The story begins at the end, and works backwards through time to display the key moments in his life. Feldstein is set to portray the theatre critic Mary Flynn, who is also a friend of Shepard’s.

According to THR, filming on the first part of the movie is already finished.

“I first saw and fell in love with Merrily in the ’80s, and I can’t think of a better place to spend the next 20 years than in the world of a Sondheim musical,” Linklater said in a statement. “I don’t enter this multiyear experience lightly, but it seems the best, perhaps the only way, to do this story justice on film.”

Boyhood, which was released in 2014, was filmed over the course of 12 years as it chronicled the early life of actor Ellar Coltrane’s character, Mason. The actor and character grew older through the course of filming as the story reached several key moments in his adolescent life. It was a tremendous use of extended filming, and it’ll be interesting to see how it works over an even longer period of time with Merrily We Roll Along.

Boyhood was nominated for six Academy Awards, including Best Picture. The film ended up with one win, with Patricia Arquette winning for Best Actress in a Supporting Role.

Metro Exec On Epic Games Store Exclusives: “We Should Welcome Epic And Their Business Model”

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Metro Exodus was among the first big-name games that skipped Steam in favor of releasing exclusively on the Epic Games Store. This announcement upset some portion of the audience, in part because the game was up for pre-order on Steam before the switch was made. Those who pre-ordered on Steam had their orders honored, but the move still caused some controversy.

In an interview with GI.biz, Koch Media CEO Klemens Kundratitz said his company’s deal with Epic did indeed cause “some ripples,” but overall he is “very happy” with how the game is performing commercially.

“Overall, I’m still of the opinion like I was at the beginning that, as an industry and as a publisher, we should welcome Epic and their business model,” he said. “We have a strong relationship with Epic and we continue to have a strong relationship with Steam as well.”

One sour spot for Kundratitz was the timing of the announcement. He said he wished his company could have revealed the news sooner. “That was not perfect,” he said.

Looking forward, Kundratitz said Koch Media–which owns Deep Silver and itself is owned by THQ Nordic AB–will continue to consider more Epic exclusivity deals in the future. The company does not have a “no Steam” policy, as it will release the game Iron Harvest on Steam in September.

Part of the reason why Koch cut a deal with Epic for Metro Exodus was because the Epic Games Store pays more to publishers. Steam typically gives 70 percent of game revenue to publishers, while the Epic Games Store pays 88 percent. “We need to embrace a digital partner that offers a much more compelling rev share model than anybody else, and I think they act as a role model for us and for other digital partners as well–a 70/30 split is quite frankly anachronistic,” he said.

Back in February, Kundratitz said much the same when it was revealed that Metro Exodus was leaving Steam for Epic. “Epic’s generous revenue terms are a game changer that will allow publishers to invest more into content creation, or pass on savings to the players,” Kundratitz said.

Metro Exodus skipping Steam did not appear to hurt the game’s sales. THQ Nordic announced in May that Metro Exodus sold 2.5 times more copies than Metro: Last Light did during its PC launch window. Exodus recouped all development and marketing costs shortly after launch.

In other news about the Epic Games Store, Ubisoft recently explained why it no longer releases games on Steam, which the company says has an “unrealistic” business model.

YouTube Makes Cobra Kai Season 1 Free Without Premium Subscription

You can now watch YouTube’s Karate Kid spin-off series Cobra Kai without needing a premium subscription.

YouTube’s newest initiative is set to make the platform’s original series and specials free to watch with ads enabled. This kicks off with the first season of Cobra Kai, which is available now with season 2, and episodes will drop weekly as of September 11.

There were a few episodes of the show available without premium, but now you’ll be able to watch the whole thing so long as you’re fine with the ads.

Cobra Kai was the fastest YouTube Original series to make it to 20 million views and took the top spot for the highest rated YouTube Red show.

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