Call of Duty: Black Ops 6 Zombies Review

Note: This review specifically covers the Zombies mode in Call of Duty: Black Ops 6. For our thoughts on the other modes, see our single-player campaign review or our multiplayer review.

You ever wonder how we got here? Not in an existential, “where did we come from?” kind of way, but more specifically “how did a one-off, co-op survival mode in a video game that used to put quotes about the horrors of war on screen when you died turn into this?” 16 years on, it’s hard to reconcile what the original Nazi Zombies mode from 2008’s World at War used to be with the outrageous, Resident Evil 6-inspired campfest Zombies has become. I’m not saying any of this in a bad way, mind you; Black Ops 6’s take on the mode is thrilling and unique thanks to all new movement mechanics, good map design, some absolutely killer Easter Eggs, lots of truly absurd guns, and the glorious return of round-based gameplay. Zombies hasn’t been the thing it was in World at War for a while, and I still find myself wondering how we got here, but I’m definitely not complaining about the end result.

Let’s carve out the bloody guts of this thing, shall we? Black Ops 6’s Zombies mode features two all-new maps: Terminus, a prison complex-turned-bio-research-station, and Liberty Falls, a small town in West Virginia whose slice of quaint Americana is about to test itself against The Worst Day Ever (spoiler: it doesn’t seem to be going well for the Americana). The story itself is a direct sequel to the Zombies campaign in 2020’s Black Ops Cold War, and if you, like me, have largely forgotten what happened in the intervening four years, there doesn’t seem to be much attempt to catch you up. That means you’re going to hear a lot of proper-noun-filled dialogue that could be important or fun references, but instead had me going “I vaguely remember that person,” a little too often. That said, there are some neat story beats here that I unfortunately can’t talk about without spoilers, and you’ll get more out of each map if you pay attention to the subtle details.

I wish I could say the same for the mid-combat dialogue. Mostly, I wanted the voices in my ear (and the characters I was playing) to shut up. They have what I’m going to call The Modern Video Game Character Problem™, which is to say they all talk too much – especially since half the time they’re just broadcasting their thoughts out loud. I’m not saying each and every one of them is a deeply annoying, terminally unfunny, outrageously unlikeable person, but I’m not not saying that, either. Their mid-combat banter is like something compiled from a Schwarzenegger film penned by ChatGPT – I’m not expecting poetry here, but at least give me Gears of War-level banter, you know? I can only hear lines like the one where someone is complaining about how the zombies make them so mad they “boil their piss” or how we need a mop to clean up all the brains we’re splattering everywhere so many times before I want to turn my gun towards my allies instead. Some of it is admittedly funny — I like Grey’s one about how she wanted a protractor to calculate an impact angle — but mostly it’s just kinda there.

You know what’s pretty sick, though? The gameplay. The biggest change here is Omnimovement (Zombiemovement?), Black Ops 6’s complete overhaul of Call of Duty’s basic movement mechanics. You can sprint, slide, and dive in every direction, even chaining these moves together. You’ve also got a full 360 degrees of motion, which means you can do sick stuff like sprint backwards, pull off a retreating dive, mow down the zombies approaching you from every angle, and then get up and keep moving before they even get close. We haven’t seen zombie-killing moves like this since Resident Evil 6, minus a few suplexes here and there. (Dear Treyarch, please add suplexes. Love, Will.) Even if Treyarch misses what might be the easiest post-launch, patch-introduced layup with that, though, the point I’m making is that this feels good, and I like it. That said, I feel like Omnimovement is more of a cool addition rather than something you’ll use all of the time, especially as the zombies get more numerous in the later rounds.

My favorite thing about this year’s Zombies mode are the maps.

My favorite thing about this year’s Zombies are the maps themselves. I prefer Liberty Falls over Terminus because I vibe with its more open areas and the unique travel options you have, like the extremely entertaining ziplines that let you zoom from roof to roof. I also enjoy its more traditional structure of “pay Essence to open doors and access new places” over Terminus’s “restore power to the generators and defend them from zombies so you can earn the ability to open doors” twist, but that’s not to say Terminus doesn’t do anything cool. At one point, you’ll have to use a little outboard-powered raft to venture to the smaller islands around the main area to do the next step in the map’s Easter Egg-fueled story mode. Even then, you’re not going to escape any zombies that were chasing you on the mainland. When my team and I landed on a beach, a horde of zombies popped out of the ground like a bunch of really angry, undead cabbages, but c’est la vie, right? C’est la undead? I don’t speak French.

What I do really like are the Easter Eggs unique to each map. Black Ops 6’s Zombies mode has you constantly moving, unlocking new areas, and trying to complete that map’s Main Quest during each round. That means a lot of running for your life and trying to earn enough Essence (which you get from offing zombies) to open the way to the next area, buy a new weapon, or upgrade a gun you like at a Pack-a-Punch Machine, which does exactly what it sounds like. Discovering the Easter Eggs is most of the fun. You’ve got your Main Quest ones, of course, like solving the math equations in Terminus’s science lab to build your Wonder Weapon (an incredibly powerful gun you’ll need to progress the Main Quest) or using that weapon to shoot some ceiling tentacles you’ve summoned to find the hard drive they’ve eaten. But the truly fun stuff are the optional Easter Eggs. Finding all the bowling shoes on Liberty Falls and going zombie bowling, for example, or shooting a hidden skull on top of the church to do your own cover of It’s Raining Men for extra resources. I don’t want to spoil all of these, but there are a lot of them, and they’re all fun, some in some pretty wild ways.

My only complaint is that, to do the fun stuff, you’ll essentially need a pre-built group. Every matchmade group I ran with either had no idea what they were doing or didn’t feel like talking, so our ability to make progress was limited. To complete the Main Quest on Black Ops 6’s Zombies, you’re going to either have a lot of patience and be willing to learn or know how to do it already. And I don’t just mean the Easter Eggs. You’ll need to know what perks, like increased speed and faster reload times or buffed health, to buy first from the soda machines (and where the machines are, so you can eventually grab them all), when to Pack-a-Punch your weapons with Essence and upgrade their rarity with Salvage, where to buy armor upgrades, what Easter Egg goodies to save for the late game, how to keep a single Zombie alive at the end of a round to progress the Main Quest more easily, and a whole lot more. There are a lot of mechanics in Black Ops 6, and you’ll need to know how to take advantage of… most of them.

Learning to make sense of all of this stuff is part of the fun.

The only one I found not getting a lot of spin in my runs were Gogglegums, single-use candies that return from Black Ops 3 and provide unique power-ups during matches. Essentially, you bring a customized pack into matches, and then spend Essence at Gobblegum machines to get them mid-match, though you can also earn them. It’s a cool idea, and there are some strong Gobblegums out there, like Perkaholic, which gives you every perk on the map, or Wonderbar, which will give you a guaranteed Wonder Weapon the next time you use a Mystery Box – but my team generally felt it was better to spend money on more expensive, guaranteed boons like a Pack-a-Punch upgrade than to gamble on the less expensive Gobblegums. We basically never used them. I don’t think they’re bad, per se, I just don’t think they’re necessary, either, given everything else you have access to and how tight Essence can sometimes be.

Don’t get me wrong: learning to make sense of all of this stuff is part of the fun. If you’ve played Zombies before, some of it will come naturally, but it does require a lot of coordination. And if don’t have that, well… based on some of the groups I got matched with, some folks just aren’t going to have much fun. Treyarch plans to provide an optional, more guided, story-focused version of the mode later on to preserve the sanctity of the Easter Egg hunt – that will disable Easter Eggs and Side Quests, but I kind of wish it was here now so I didn’t have to roll the matchmaking dice every time my friends were busy. At least any account progression you earn in Zombies carries over to the multiplayer if you wanna take a break, though. Get you some new guns before you go into matchmaking.

Oh, and if you want to do the Main Quest, you’d better be in it for the long haul. Completing a map can take a hours, even if you’re doing it right, and you can’t save your progress unless you’re playing solo – the first time I cleared Liberty Falls, for instance, it took our group about three hours; we were, admittedly, doing a lot of optional stuff, but that is still a long time. So, for the optimal experience, you’ll need a team, all available at the same time, a few spare hours, and for nothing to go wrong. Getting near the end of a map and dying is soul-crushing, not because you failed, but because of how long it can take to do it all again. One night, we got most of the way through a map, died, and then… tried again for about ten rounds before all of us realized we were exhausted and should probably just pick things back up tomorrow.

There are also some annoying bugs. Sometimes, I couldn’t interact with objects and my teammates would have to so we could progress, or trying to pick our Wonder Weapon would always drop the same, super-upgraded Pack-a-Punch gun instead of the cheap one we wanted to give up, or we’d have mid-match disconnects or stuttering. No big multiplayer game launches without similar problems, but they’re no fun either way. Once, we couldn’t even get out of a match properly. We didn’t lose progress, thankfully, but it was still obnoxious.

Resident Evil 4 for PS5 Drops to Its Lowest Price Ever

Amazon’s giving us quite a treat to cap off spooky season: the Resident Evil 4 remake for PS5 has dropped to just $20 at the retailer. According to price tracker camelcamelcamel this is its lowest price ever, making it an excellent time to jump on this deal. And considering we hailed this game a ‘Masterpiece’ in our 10/10 review, why not add it to your collection right now?

Resident Evil 4 Drops to $20

Writer Tristan Ogilvie said in his Resident Evil 4 remake review that the game’s “combat is friction-free but no less stress-inducing thanks to its ferocious cast of creatures, its story rapidly shuttles through a series of action scenes that are diverse in structure but uniformly unwavering in intensity, and its world is rich in detail and full of fun and often snarling surprises.” He called it “the most relentlessly exciting Resident Evil adventure of all time that’s been rebuilt, refined, and realised to the full limits of its enormous potential.”

There are plenty more game deals to check out right now, too. We have individual roundups for the best PlayStation deals, the best Xbox deals, and the best Nintendo Switch deals that highlight the latest and greatest offers available for each console. We also have an overall roundup of the best video game deals that features our favorite offers from each.

And with Black Friday and Cyber Monday on the horizon, there are sure to be even more gaming discounts popping up over the next few weeks. Some retailers have already shared information on when their sales officially kick off in November, like Walmart, and they’re earlier than you’d expect. Other retailers are sure to drop more information soon, so you won’t have to wait too long to get into some good deals in November.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

Former Arkane Studios President Says Microsoft Closing the Studio Was ‘Stupid’ and ‘Not a Good Decision’

Microsoft shut down Redfall and Prey developer Arkane Austin in a sudden, devastating move earlier this year, and the studio founder has now called the move “stupid” and “not a good decision.”

In an interview with PC Gamer, Arkane Studios founder and current head of WolfEye Studios Raphaël Colantonio was asked about the move. Colantonio, who left Arkane in 2017 to found WolfEye, had some thoughts to share:

“I think if you look a little bit, it’s obvious that Arkane Austin was a very special group of people that have made some cool things and that could pull it off again,” he said “I think it was a decision that just came down to, ‘We need to cut something.’ Was it to please the investors, the stock market? They’re playing a different game.”

PC Gamer asked Colantonio if he knew why Microsoft had made the decision to shutter the Austin studio. Colantonio didn’t claim to know — he’s been gone from the company since well before Microsoft acquired it, after all. The most logical theory, people have speculated, is due to the struggles of Arkane Austin-developed Redfall, but Colantonio didn’t float that in the interview.

It’s not like, ‘Doesn’t matter, we’ll just rehire.’ No, try it… It doesn’t work like this.

“The rules that they play, we might not understand them. It’s a different thing. It’s hard to know why they did what they did…The only thing that I stand by is saying that the specific choice of killing Arkane Austin, that was not a good decision.”

The interview continued with Colantonio expressing that recreating a similar team to Arkane Austin would be “impossible” or, at best, would “take forever.” “When you have that magic of Harvey [Smith] and Ricardo [Bare] etc that all come together, it’s a specific moment in time and space that just worked out this way, that took forever to reach. Those people together can really make magic. It’s not like, ‘Doesn’t matter, we’ll just rehire.’ No, try it. That’s what big groups do all the time. They try to just hire massively and overpay people to create those magic groups. It doesn’t work like this. So to me, that was stupid. But what do I know?”

Arkane Austin was closed alongside Tango Gameworks and Alpha Dog Games. Arkane Lyon remained intact, and Tango Gameworks was acquired a few months later by Krafton. In a letter to staff at the time, head of Xbox Game Studios Matt Booty said the cuts were due to a “reprioritization of titles and resources” at the company. Microsoft had previously announced plans to cull 1,900 staff from its gaming workforce. The company’s CEO, Satya Nadella, received a $30 million pay raise last year.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Baldur’s Gate 3 Players Download More Than 50 Million Mods, Including 10,000 That Rename Withers ‘Bone Daddy’

Baldur’s Gate 3 players have downloaded more than 50 million mods in less than two months, including 10,000 that renamed Withers “Bone Daddy.”

Developer Larian Studios shared the milestone in an X/Twitter post, saying the feat had been achieved in the time since official modding support arrived via Patch 7 on September 5. This means traditional mods created outside of the Patch 7 modding tool aren’t counted in the 50 million figure, so the actual number will be much, much higher.

“Together, you’ve downloaded more than 50 million mods since Patch 7 introduced modding support,” Larian said. “Apparently 10,000 of those downloads were you renaming Withers to Bone Daddy. So, uh, glad we could facilitate that.”

Modding the beloved Dungeons & Dragons based role-playing game appears to be snowballing in popularity, as only 15 million had been downloaded by October 1. More than double that amount has since been downloaded in basically the same amount of time.

Mods released so far include one that adds real-time combat to the otherwise turn-based RPG and another that brought entire new maps to Faerûn, including the highly requested Avernus.

Patch 7 otherwise added official content including an “absolutely metal” ending for Karlach and a hidden evil ending. Players will also be relieved to hear that it’s not the final major Baldur’s Gate 3 patch after all.

In our 10/10 review of Baldur’s Gate 3, IGN said: “With crunchy, tactical RPG combat, a memorable story with complex characters, highly polished cinematic presentation, and a world that always rewards exploration and creativity, Baldur’s Gate 3 is the new high-water mark for CRPGs.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Horizon: Zero Dawn Remastered Global Release Times Confirmed

Sony has revealed the global release times for Horizon: Zero Dawn Remastered across PlayStation 5 and PC via Steam and the Epic Games Store.

A PlayStation Blog post outlined Sony’s launch plans for the somewhat controversial remaster of Horizon: Zero Dawn, which arrives later today, October 31, for $49.99.

Those looking to play the game on PS5 have an easy answer: Horizon Zero Dawn: Remastered launches at midnight local time, meaning it’s already available on console. But PC is a different story, with different launch times around the world.

Silent Hill 2 Remake PC via Steam Release Times

  • Los Angeles – 8am
  • Quebec – 11am
  • Rio De Janeiro – 12pm
  • London – 3pm
  • Amsterdam – 4pm
  • Madrid – 4pm
  • Cape Town – 5pm
  • Mumbai – 8:30pm
  • Kuala Lumpur – 11pm
  • Tokyo – 12am (November 1)
  • Sydney – 1am (November 1)

The remastered version of Horizon: Zero Dawn has 10 hours of re-recorded dialogue and visual enhancements. The original earned a 9/10 in IGN’s review, in which we said: “Horizon Zero Dawn presents us with a beautiful world full of unforgettable challenges.”

Sony doubled the price of PlayStation 4 version following the reveal of Horizon: Zero Dawn’s PS5 remaster, as it jumped from $19.99 to $39.99. The game was at the previous price point for years as part of the PlayStation Hits collection, and other entries such as God of War and The Last of Us Remastered have remained at the typical $19.99 price.

This came after Sony pulled Horizon: Zero Dawn from the PlayStation Plus Extra Games Catalog in May, meaning it’s gone from free for subscribers to $19.99 and now $39.99 in the last four months, or $49.99 for those wanting the best version.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Access Tips on Becoming a Pro in EA SPORTS FC™ 25

To celebrate the partnership between EA SPORTS FC 25 and Uber One, we are launching the Uber One Underdog Academy hub, a space where EA SPORTS FC25 players can access quick, insightful video guides to help improve their in-game skills and begin scoring goals like a pro.

Kicking off the game help videos is a countdown of the top five tips EA SPORTS FC25 players need to know when beginning their in-game journey, including simplifying team formations, learning the best time to sprint and how to harness the power of the Finesse Shot Modifier.

The Uber One Underdog Academy hub also hosts an epic giveaway exclusive to Uber One members, who have the chance to win an EA SPORTS FC 25 prize pack that will help boost their gaming setup. Plus, every Uber One member that enters will be rewarded with an EA SPORTS FC 25 Ultimate Team™ pack.

In addition to being updated with more game help videos post-launch, the Uber One Underdog Academy hub will be the home for the exciting content captured from the Uber One EA SPORTS FC 25 Underdog Experience, so be sure to check back in!

Marvel’s Wolverine Director Departs Insomniac to Take Charge of Perfect Dark

Marvel’s Wolverine on PS5 has a new leadership arrangement, according to a new report by Game File. Game File’s sources indicate that creative director Brian Horton has not been part of the project since mid-year, and that Wolverine’s game director Cameron Christian has since taken on a different role at Insomniac.

Wolverine’s new creative director is reportedly Marcus Smith, and its new game director is Mike Daly. Smith previously served as one of three creative directors on 2021’s Ratchet & Clank: Rift Apart, and Daly as one of its three game directors.

For his part, Horton has since jumped the first-party fence to Xbox as the new creative director for Perfect Dark, which is being co-developed by The Initiative and Crystal Dynamics. Horton previously served as a game director on 2015’s Rise of the Tomb Raider at Crystal Dynamics, before a brief stint at Infinity Ward and subsequently joining Insomniac.

There’s been little official word on Marvel’s Wolverine since its 2021 announcement, although cyber thieves leaked a variety of details on the project in December 2023.

Luke is a Senior Editor on the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.

The Hisense QD7 4K Gaming TV Is the New Best Budget TV for PlayStation 5 and Xbox Series X

Ahead of Black Friday, Amazon and Best Buy have dropped the price on the new-for-2024 85″ Hisense QD7 4K Smart TV. Right now, you can get it for just $799.99 after a $400 instant discount. This is an excellent deal for a huge TV that can run games in 4K at up to 144Hz on your PlayStation 5 or Xbox Series X console. It costs hundreds of dollars less than every TV in our roundup of the best TVs for PlayStation 5. For those of you who plan on picking up a PS5 Pro when it becomes available on November 7, perhaps this will help alleviate the sting of spending, at minumum, $700 on a console.

85″ Hisense QD7 4K 144Hz QLED Smart TV

The QD7 is one of Hisense’s newest TV releases and became available for purchase only a few months ago. It’s a gaming-oriented TV that’s a great option for anyone who owns a PlayStation 5 or Xbox Series X console and wants to be able to play games without compromise at a budget price point. This particular model of the 4K TV boasts an absolutely huge 85″ screen size, full-array LED backlighting, and QLED panel technology for a wider range of colors. It has two HDMI 2.1 ports each capable of up to 144Hz refresh rate. Other gaming-first features include variable refresh rate from 48Hz to 144Hz, auto low latency mode with MEMC, and AMD FreeSync Premium support. For watching movies and shows in HDR, the QD7 supports Dolby Vision, HDR10, HDR10+, and HLG formats. It adopts Google TV as its smart interface, which means any Android phone or tablet can be used as a remote control.

Even at its $1,200 retail price, this TV is a solid value for its size and the breadth of its gaming features. With this discount, it’s going to be difficult to find a better 85″ gaming TV for the same price, even on Black Friday. However, If you’re looking for an inexpensive TV and you don’t plan on using it for gaming, check out the best budget TVs of 2024.

If you’re a stickler for absolutely top-notch image quality, then you might be interested in this 65″ Samsung S90C OLED TV that’s on sale right now at Samsung direct. This is another deal that will be hard to beat on Black Friday.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.

Call of Duty: Black Ops 6 Biggest Call of Duty Launch Ever, Sets New Single Day Game Pass Sub Record

Microsoft CEO Satya Nadella says Call of Duty: Black Ops 6 was the biggest Call of Duty release ever, with sales on PlayStation and Steam up 60 percent compared to 2023’s Modern Warfare III. Game Pass also benefited from Call of Duty’s release, setting a new record for amount of new subscribers in a single day.

Nadella announced the results during today’s Microsoft earnings, which as usual focused heavily on the company’s AI and cloud-based initiatives. According to Microsoft, Activision Blizzard helped drive a 43 percent rise in gaming revenue while Xbox content and services grew 61 percent. Xbox hardware dropped 29 percent.

Call of Duty Black Ops 6 launch last week saw strong concurrents on Steam that outperformed Modern Warfare II and III. You can read our review of Black Ops 6’s multiplayer right here.

Developing…

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

PlayStation Urgently Needs To Rethink Its Live-Service Strategy After Concord’s Failure

After years of console domination, we’re starting to see cracks in the PlayStation brand as it tries to brute force its way towards live-service supremacy. There’s no clearer example of this than the high-profile failure of Concord and the closing of Firewalk Studio.

This week, PlayStation announced that it was shuttering Firewalk Studio, a developer founded in 2018 that Sony acquired just last year. The reason for the acquisition and the closure are the same: Concord, a live-service PvP hero shooter released on both PS5 and PC, developed by creatives who cut their teeth on games like Destiny and Call of Duty.

To be perfectly frank, Concord bombed. According to SteamDB data, player counts on PC never broke 1000, and estimated sales figures across both PS5 and Steam were abysmal. At the time of its disastrous launch, I laid out reasons why Concord failed to land, including the eight years it spent in development that caused it to completely miss the hero shooter trend that was kickstarted by Team Fortress 2 in 2007 and peaked with Overwatch in 2016:

“Knowing the cost and development time required for a AAA online games, studios have to assess, predict and/or simply guess as to what will be the next big hit. What games will succeed in four, five, six years time if we begin developing it right now? Will the audience still care for that kind of game when we’re finally ready to release it? It practically requires the services of a fortune-teller to get the answer right.”

Basically, if you start making a game based on what’s popular now, you’re probably already too late.

The reason for the acquisition and the closure are the same: Concord

That quite straightforward mistake is compounded by Concord’s exorbitant development cost. The vast budget that allowed for PlayStation’s characteristic best-in-class visuals and a library of cinematic cutscenes we’ll never see meant that while rivals were released free-to-play, Sony chose to sell the game for $40. Combined with low consumer awareness and tons of quality, free alternatives, Concord’s price put it at a massive — and, as it turns out, fatal — disadvantage.

Content wise, it’s hard to say that Concord was fully baked when it launched. The character kits were awkward at best, the systems — which Firewalk said mixes elements of fighting games and card games — were mostly unclear, and the map designs had much to be desired. Parts of the internet will say that Concord’s characters also doomed the game. Though this is a hard argument to believe considering Valve’s own hero shooter, Deadlock, was released at around the same time to widespread excitement and an exploding player count. And Deadlock doesn’t even have a finalized character roster, though it is free-to-play.

But all this is to say that Concord is a black eye on the PlayStation brand, and not just because of its commercial failure. Sony’s handling the entire situation has been catastrophic. It’s one thing to release a flop, but pulling the game from stores and player accounts barely weeks after launch, and then shutting down the studio it just acquired and scattering its developers into the wilds of 2024’s already miserable games industry, are the panicked decisions of a company totally unsure of where to go next.

This kind of failure and subsequent panic is alien to modern Sony. Since the launch of the PlayStation 4, its gaming brand has been nearly unstoppable, releasing critically-acclaimed game after game and defeating its rivals in the console race. Nintendo has all but exited the console wars, choosing instead to be everyone’s second console of choice, while Xbox has spent years rebuilding itself in an attempt to get close to being second place again. But while games the platform’s signature single-player games like God of War, Ghost of Tsushima, Spider-Man, and The Last of Us racked up awards and sales, the game industry changed. Industry analysts like MIDiA may say that most gamers prefer single-player games, but the truth is that in 2023, 80% of game time was spent on just 66 games, most of which are online games such as Fortnite, Minecraft, Call of Duty, and League of Legends. Live-service is where the attention and dollars are at.

It’s not hard to see why Sony would be interested in pursuing an aggressive live-service games strategy, then, beyond just the potential profits. PlayStation’s first-party teams like Naughty Dog and Insomniac spend nearly half a decade developing their AAA single-player games before they’re released. So, if Sony has a few live-service games to keep players distracted in between major AAA releases, then suddenly it’s got a pretty healthy looking release calendar that alternates between single-player game releases and live-service content.

It was probably with this in mind that Sony acquired Destiny 2 developer Bungie in 2022, its most high-profile live-service studio acquisition to date. That wasn’t all; at the time Sony announced that it planned to have 10 live-service games running by the end of the 2025 fiscal year. Last year, seemingly in response to a behind-the-scenes realization of how difficult a goal that was to achieve, Sony revised that number down to just six. With the shuttering of Concord and numerous rounds of layoffs at Bungie, it’s clear that the PlayStation live-service era is off to a rocky start. So what can Sony do about it?

First, it’s important to understand the current state of play and where Sony’s at in its live-service goals. PlayStation has canceled numerous online games, some officially confirmed, others only known via rumors and reports. Among them are Naughty Dogs’ The Last of Us PvP project, an online Spider-Man game, a live-service Twisted Metal, and Payback, a third-person Destiny spinoff.

As for the projects still reportedly in development, there’s Bungie’s Marathon (which just received an official developer update and, for the moment, seems safe) as well as two rumored Horizon games – one a co-op experience, the other an MMO. Sony also acquired Haven Studios in 2023, a new game studio started by former Ubisoft veteran Jade Raymond. While Haven was purchased for its own upcoming AAA PvP project, Fairgames, Sony also planned for the studio to help bolster its other live-service efforts – until its closing, Haven aided Firewalk in development of Concord.

So far, Sony’s most successful contribution to the live-service genre is via a studio it doesn’t actually own. Arrowhead Studio’s massively successful Helldivers 2, may show the PlayStation Studios logo when it boots up, but it is only published by Sony. And, while it launched to great fanfare, Helldivers’ recent updates have been less well-received by the community, further indicating the long-term challenges PlayStation faces in the live-service arena.

It’s not hard to see why Sony would be interested in pursuing an aggressive live-service games strategy, beyond just the potential profits.

The strategy here is muddled at best. The Last of Us and Spider-Man are both incredibly popular games for Sony, but to not even try to deliver on a multiplayer component when that’s such a big focus for PlayStation this generation feels like a missed opportunity. Meanwhile, Sony is also willing to release games from new studios like Firewalk for $40 in a genre dominated by premium, free-to-play experiences is a huge gamble, unless Sony believes that the PlayStation brand is strong enough to bolster the very first game from a relatively unknown studio. And without even giving Concord time at making any kind of meaningful change after the launch, Sony shutters the studio outright.

In its official statement, Sony says it will “take the lessons learned from Concord and continue to advance our live service capabilities to deliver future growth in this area.” But with so much having gone wrong for Concord, it feels like Sony should look at everything it did with Concord and do the opposite.

Maybe don’t be so arrogant as to believe that the PlayStation name alone is enough to prop up a game in an over-saturated genre. And if a live-service game fails to meet its targets a week after launch, maybe don’t immediately pull it from stores. And, for any prospective developer in talks to join the PlayStation family, maybe assure them that they won’t be shut down the moment after their first game isn’t a hit.

Matt Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.