BioWare’s misbegotten mech-me-do Anthem died this week after EA pulled the official servers. It’s a sad day for people who saw promise in the game’s sci-fi world and flight mechanics, however spoiled by the always-online looter-shooting, and a happy day for people who really hated being called “freelancer” in community bulletins. I was an actual freelancer when Anthem came out in 2019, and I didn’t get no mech suit. At least when the Destiny developers call you a Guardian, it feels sort of romantic, rather than like rubbing your nose in your own economic precarity.
Anyway, ‘officially unsupported’ doesn’t necessarily mean ‘gone for good’. In one of his many tell-all videos, former Anthem executive producer and Dragon Age/Mass Effect kingpin Mark Darrah has outlined a plan for bringing Anthem back as a single-player RPG, with a “conservative” budget of $10 million.
Meta is laying off around 10% of staff at its Reality Labs division as part of sweeping cuts set to affect more than 1,000 people. This includes the closure of a number of VR-first studios, such as Twisted Pixel, the studio behind Deadpool VR, Resident Evil 4 VR developer Armature Studio, and Asgard’s Wrath maker, Sanzaru Games. According to Bloomberg, the cuts come as Meta pivots away from the Metaverse towards AI, phones, and wearable tech.
The cuts come just over four years after Facebook changed its name to Meta and went big on virtual reality and the Metaverse.
Letters reportedly went out yesterday (Tuesday, January 13) morning, and developers from the impacted studios shared their shock on social media throughout the day.
“I’ve just been laid off. It appears the entire Twisted Pixel games studio has been shut down.Sanzaru Games, too,” one now former member of staff said, while a designer wrote: “unfortunately, I was part of the layoffs today at Meta, and will be seeking a new role. To my Twisted Pixel Games family: it was an honor to work alongside you for 3.5 years and ship Marvel’s Deadpool VR. We made something really special together and no one can ever take that away.”
Twisted Pixel is the studio behind a number of popular Xbox Live Arcade games, such as 2009’s The Maw and ‘Splosion Man. It became a part of Microsoft Studios in 2011, and went on to release Xbox 360 Kinect-exclusive shooter The Gunstringer, and Xbox One game LocoCycle, before becoming an independent company again in 2015 and moving into VR game development.
Meta only acquired Armature and Twisted Pixel in late 2022, and Sanzaru in 2020. However, it is now seemingly shedding much of its internal VR business as Meta scrambles to recover billion-dollar losses and pivot to AI.
In a statement, Meta confirmed the three studio closures: “we said last month that we were shifting some of our investment from Metaverse toward Wearables. This is part of that effort, and we plan to reinvest the savings to support the growth of wearables this year.”
According to Reuters, CEO Mark Zuckerberg prioritized and spent heavily on the Metaverse, only for the business to burn more than $60 billion since 2020. The Reality Labs business also produces Meta’s Quest mixed-reality headsets.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Let the runes of protection blaze upon the vestments of the machine spirit; let psalm pervade circuitry and obliterate the Enemy’s designs; let fire and catechism fall upon the creeping ruin of Abominable Intelligence. Brothers! The hour of motion is at hand. Games Workshop have banned their employees from using generative AI tools to create or design Warhammer stuff, because their senior management don’t consider the technology very “exciting”. Their CEO also seems irked about software companies shoving generative AI into every new device or system update, whether it’s desired or not. The tech-priests are coming for your candy ass, ChatGPT!
A first round of hotfixes has arrived for Hytale, following the Minecrafty sandboxer’s arrival in early access form yesterday. Developers Hypixel have also offered some insight into which aspects of it they’re planning to prioritise working on in the coming months.
After many years of waiting, fans of the Inazuma Eleven series were beginning to question if Inazuma Eleven: Victory Road would ever see the light of day. Fortunately, Level-5 dug deep and was able to finally release the title on the Switch and Switch 2 in November last year.
It’s already getting some updates (with more to come), but that’s not all – with the Level-5 president and CEO Akihiro Hino mentioning how he’s already started writing the scenario for a “sequel” to Inazuma Eleven: Victory Road. Yep, you read that correctly! We’ve even got a little detail about it.
A week after we heard about Ubisoft’s closure of its mobile game-focused studio Ubisoft Halifax, news has now surfaced about the third-party publisher laying off people at two other teams as part of ongoing cost-cutting measures.
According to a report from IGN, Ubisoft “expects 55 jobs” to be impacted at the Swedish Studios Massive Entertainment and Ubisoft Stockholm following a voluntary leave program in fall 2025 that apparently fell short of its target.
Following the surprise release of Tomb Raider: Definitive Edition for the Switch and Switch 2 last November, Aspyr said it would continue to update the Nintendo versions with patches over time to provide the “best possible experience for all players”.
From the Po Valley to the Deep: Building Italian Horror with Loan Shark
Scott Millard, Dark Product CEO/ Publisher
Summary
Horror driven by obligation, time pressure, and the quiet weight of an impossible debt.
Drawing on Northern Italian storytelling traditions.
Step inside a single night where every choice feels costly and every delay carries meaning.
Horror doesn’talways come from monsters.
Sometimes it comes from obligation. From silence. From a debt that cannot be repaid.
When the team at Studio Ortica, based in Turin, Italy, began working on Loan Shark, they weren’t interested in building a traditional horror experience filled with combat encounters or overt shocks. Instead, they wanted to explore something more familiar, more uncomfortable, and deeply rooted in lived experience: the quiet dread of owing something you can never truly give back.
That idea, debt as horror, is not abstract in Northern Italy. It is cultural.
A Different Kind of Italian Horror
Turin is a city shaped by restraint. Long winters. Industrial history. Catholic architecture that towers over daily life without spectacle. Unlike the sun-washed imagery often associated with Italy, this is a place where stories tend to unfold inward, where consequences matter more than spectacle, and where morality is often framed as an unavoidable reckoning rather than a heroic choice.
These influences run quietly through Loan Shark.
Italian storytelling tradition, from post-war literature to regional folklore, often avoid clear heroes and villains. Instead, they focus on inevitability. On characters trapped by circumstance. On moral decisions that are technically “choices,” but never feel free.
Loan Shark adopts that sensibility fully.
You are not a warrior. You are not a saviour. You are a person who made a bad deal and now has to live inside it.
The Weight of Obligation
At the heart of Loan Shark is a simple premise: a single night, a single boat, and a debt that cannot be delayed.
Rather than treating debt as just number on a screen, the game treats it as a presence. It shapes how you move. When you act. What you fear. The true weight comes from the atmosphere itself: from strained conversations and the constant awareness that time is slipping away whether you act or hesitate.
This approach mirrors how obligation is often depicted in Italian narrative traditions. Debt is rarely loud. It doesn’t announce itself. It waits.
In Loan Shark, fear doesn’t come from what is chasing you. It comes from what you already owe.
Catholic Guilt Without Preaching
Northern Italy’s Catholic heritage is not presented in Loan Shark through overt religious imagery or doctrine. Instead, it appears in something more subtle: moral consequence without absolution.
Many games offer binary morality systems. Good choices and bad ones, rewards and punishments. Loan Shark deliberately avoids this framing. The choices you make are rarely framed as ethical victories. They are compromises. Delays. Attempts to survive one more moment.
This reflects a worldview where guilt is not erased by good intentions, and where consequences arrive regardless of how well-meaning you believe yourself to be.
You are not asked to redeem yourself. You are asked to endure.
The Sea as Indifference, Not Romance
Although Loan Shark takes place on the water, the sea is not romanticised. It is not freedom. It is not escape.
In Italian storytelling, nature is often indifferent rather than hostile, unmoved by human struggle. The sea in Loan Shark behaves the same way. It does not attack you. It does not help you. It simply exists, absorbing sound, swallowing light, and reminding you how small your situation really is.
This indifference amplifies the horror. There is no villain monologue echoing across the waves. No dramatic storm to signal danger. Just the steady understanding that no one is coming.
Designing Fear Through Restraint
Studio Ortica’s small team of Nicola Dau, Luca Folino and Tremotino leaned heavily into restraint as a design philosophy. The game’s scale is intentionally narrow: one setting, one night, one unfolding spiral of consequence.
This wasn’t a limitation as much as it was a creative decision.
By reducing scope, the team was able to focus on tone, pacing, and psychological pressure. Every interaction matters. Every silence lingers. Every sound carries weight.
This design approach aligns naturally with console play, particularly on Xbox, where immersive audio, controlled pacing, and focused play sessions allow atmosphere to do the heavy lifting. Loan Shark is designed to be experienced deliberately with lights low, and attention fully engaged.
A Horror That Trusts the Player
Perhaps the most Italian aspect of Loan Shark is its refusal to explain itself too much.
The game trusts players to read between the lines. It trusts implication. It allows discomfort to exist without immediately resolving it. In a medium often driven by explicit feedback and constant reinforcement, this restraint feels almost radical.
But it is also deeply human.
Fear, after all, is rarely about what we see. It is about what we already understand and cannot avoid.
Bringing a Local Voice to a Global Audience
While Loan Shark is shaped by Northern Italian sensibilities, its themes are universal. Debt, obligation, desperation, and moral compromise are not bound by borders. They resonate precisely because they are familiar.
Studio Ortica’s achievement lies in refusing to sand down those cultural edges in pursuit of mass appeal. Instead, they leaned into specificity trusting that authenticity would travel.
On Xbox, Loan Sharkstands as an example of how small, focused games can deliver powerful emotional experiences without spectacle. It is horror built from atmosphere, storytelling, and uncomfortable truths rather than mechanical escalation.
And in doing so, it offers something increasingly rare: a quiet, unsettling experience that stays with you long after the screen goes dark.
Not because of what it shows you — but because of what it asks you to live with.
You’re an indebted angler, trapped in a vicious cycle of borrowing and desperation. One dark, endless night at sea you haul up something unnatural: a talking fish named Cagliuso. It promises you riches — but its bargains come with terrifying strings.
In LOAN SHARK, the nets you cast bring more than fish. They pull you toward sacrifice, secrets, and a deadline you may never meet. The “loan shark” isn’t just metaphoric — something is stalking the waters, your time is running out, and every deal you strike pushes you deeper into the unknown.
It’s been a banner launch day for Hytale, the new sandbox game from the creators of popular Minecraft server Hypixel. In addition to a surge of players and a lot of positive buzz, it’s shot up to become, briefly, the most popular game on Twitch, with over 420k viewers.
This was observed first by PC Gamer, who earlier today clocked that it was the most-watched game on Twitch and the second-most-watched category, only behind Just Chatting by about 43k views. At the time this piece was written, Hytale had dropped down to around 260k viewers, but is still the most-watched video game and the third-most-watched category. It’s now behind both Just Chatting and football (soccer, for the Americans) league Kings League. And it seems possible that it will surge further in the coming days.
It’s a heck of a comeback story for a game that, half a year ago, was thought to be canceled entirely. Hytale, made by the developers of wildly popular Minecraft server Hypixel, was first announced in 2018 with an incredibly popular trailer, and garnered plenty of buzz at the time. Riot Games took notice, invested, and in 2020 acquired it entirely. However, Hytale was delayed several times as its scope grew, and just this past year was canceled entirely by Riot. Then, in November, co-founder Simon Collins-Laflamme announced he had acquired the IP rights back from Riot, and in an incredibly fast turnaround, he and the team got the game ready for an early access release today.
At last! Those of you wondering just how much time you’ve lost to your Nintendo Switch 2 (and your Switch), you needn’t wait any longer. Nintendo’s Year In Review is out right now.
This now-annual tradition — which usually drops in December but was pushed back a month to January — is available for those in Europe and North America. Then, within a few seconds, you’ll have all of your gaming data from 2025 at your fingertips.