Xbox FTC Trial Day 4: Bobby Kotick and Jim Ryan Agree on One Thing – Neither of Them Like Game Pass

Another busy court day in the books, with the FTC v. Microsoft trial set to conclude tomorrow. It was a surprisingly quiet day compared to some of the previous ones, with Microsoft head Satya Nadella giving relatively mild testimony, Activision CEO Bobby Kotick calmly parrying his FTC inquisitors, and a lot more economist talk.

We also got to see, briefly, Nadella and Judge Jacqueline Scott Corley bond over a mutual love for Candy Crush. Delightful.

Exclusivity For Me, But Not For Thee

Console exclusivity has been a part of how video game releases work effectively since video games came into existence. But to hear Xbox and friends tell it over the last few days, everyone in the industry just hates the idea.

Figures like Microsoft head Satya Nadella and Activision CEO Bobby Kotick today made exclusivity seem less like a feature and more like a bug, ruining their ability to do business on certain platforms and reach larger markets of people. Nadella, for instance, mentioned that he had “no love” for exclusives, while Kotick emphasized that taking Call of Duty exclusive to Xbox would be “very detrimental” to business.

All of this is in line with Spencer’s comments. Collectively, Xbox and its witnesses and lawyers appear to be making the argument that the entire idea of exclusivity is a loathesome one they play along with because Sony forced their hands. If Sony would just stop paying for exclusives like Final Fantasy XVI, they argue Xbox wouldn’t have to do deals like it has with Activision just to compete.

Console exclusivity has been a part of how video game releases work effectively since video games came into existence. But to hear Xbox and friends tell it over the last few days, everyone in the industry just hates the idea.

It’s not shocking, either, that Sony Interactive Entertainment head Jim Ryan sang a distinctively different tune yesterday in his video deposition. He noted that while he “didn’t like” Redfall and Starfield going exclusive to Xbox post-Zenimax acquisition, he “had no quarrel with it” and didn’t view it as anti-competitive. Ryan is unable to climb up on a high horse about exclusives when Xbox has already shared data in the courtroom that PlayStation’s own exclusives far outnumber Xbox’s. Where he draws the line is, of course, at Call of Duty: a franchise so massive and successful that (the FTC and Sony argue) the very idea of it becoming exclusive would supposedly cause irreperable harm to PlayStation.

Right now, it’s admittedly rather difficult to imagine a scenario where Xbox taking Call of Duty exclusive doesn’t massively backfire on Xbox. A loss of Sony’s much larger market share would significantly cut into existing Call of Duty profits, and (as multiple executives have reminded us) the “passion” this hypothetical would ignite in the gamer audience could result in meaningful harm to the brand. But one thing that’s key to keep in mind is that Ryan isn’t thinking about a situation where Xbox takes Call of Duty exclusive next week, month, or year, under very similar market conditions. Rather, Ryan seems to be afraid of the tables truly turning, of being Call of Duty-less in a hypothetical far off future where PlayStation is, for whatever reason, already at the bottom, just as Xbox is now.

Securely at the top of the world, PlayStation would indeed get along fine enough without Call of Duty. But Ryan knows that this situation may not last forever. The “console wars,” manufactured online as they may be, really do come out with sales winners and losers. While PlayStation may be confident in its plans for five, or even ten years down the line, at some point, Ryan is worried that Spencer’s Call of Duty promise is going to expire. And when that happens, if Sony isn’t still on top of the console world, the loss of Call of Duty could be devastating.

It makes sense to be vehemently anti-exclusivity when exclusivity is the tool of the winners, and you’re losing. But markets are unpredictable. There’s no way to guarantee where either competitor will be in ten years. Ryan seems to believe that if he’s not on top when those deals expire, Xbox will do to Sony exactly what Sony has been doing to Xbox for years…or much, much worse. Whether or not he’s right in that belief is up to the court to decide.

Who, Exactly, Hates Game Pass?

During his video deposition, Jim Ryan tried to claim that he talked to “all the publishers” and that, unanimously, they all hate Game Pass. Was he right? It’s hard to say.

A Eurogamer report in 2019 surveyed developers on their Game Pass thoughts, and came out far more mixed than Ryan is characterizing – but that was four years ago, and those surveyed were largely mid-sized developers, not major publishers. No More Robots’ Mike Rose has some more recent thoughts on the service that skew far more positive, but he’s just one example. To hear Xbox tell it, the service is great for developers, though it’s also admitted it cannibalizes full game sales. Put all together, the public evidence of companies talking about Game Pass feelings seems fairly all over the place. So what was Ryan talking about?

One guess can be made thanks to today’s testimony from Bobby Kotick, who like Ryan, seems to dislike Game Pass. When questioned, he admitted that he’s not a fan of multi-game subscription services, hence why Activision games have (largely, though not entirely) failed to appear on them. He emphasizes that while there’s no explicit internal mandate that Activision games won’t show up on subscription services, he doesn’t think there’s a strong enough business proposition out there that would convince him to partake in one if Activision remained independent.

I don’t agree with the idea of a multi-game subscription service as a business proposition going forwards, but we [Activision and Microsoft] can agree to disagree

If the acquisition happens, he acknowledges he’ll be stuck with Game Pass whether he likes it or not. “I don’t agree with the idea of a multi-game subscription service as a business proposition going forwards, but we [Activision and Microsoft] can agree to disagree,” he said.

Kotick disliking multi-game subscription services on principle makes a lot of sense. He doesn’t stand to benefit from them. Why on earth would he put Call of Duty on Game Pass when Activision is currently getting $70 a copy from millions of units sold? What sense does subscription make for Diablo 4 if people are already paying for it? If Activision’s games were less popular, or had a shorter sales tail, it would make some business sense to at eventually put them on a subscription service and make some guaranteed money. But Activision Blizzard games have reached a level of popularity where that’s no longer necessary. It’s the same reason why GTA 5 has only barely and briefly been available on Game Pass in the decade since its release: it doesn’t need it. A subscription deal would only hurt sales.

Which brings me back to Jim Ryan. Game Pass is very likely an excellent deal for developers who need the monetary guarantee Game Pass offers, because their own sales prospects are uncertain enough. But I suspect Jim Ryan wasn’t talking to Mike Rose or Tequila Works or the other developers Eurogamer spoke with. I suspect Jim Ryan is referring to the massive publishers who don’t need Game Pass, either because they have their own services to put games on (EA or Ubisoft) or because they are Take-Two, Activision Blizzard, or even Nintendo: so massive that a set guaranteed return in exchange for all their unit sales would be utter foolery.

Leaks in the Boat

One last quick aside from today before we go. Probably the most fun revelation today actually didn’t happen in court. It happened because some lawyer or assistant or someone didn’t look closely enough at a sharpie they were using to redact some very, very confidential documents.

Trials like this one are a heyday for games media, not just because of what’s revealed in normal proceedings, but because wildly secretive games companies spectacularly keep flubbing things like this, resulting in veritable piles of secrets getting dumped into evidence folders. Aside from the sharpie disaster above, last week we got a look at an entire presentation with secret details of companies Xbox was thinking it wanted to buy, that has since been pulled out of the folder and replaced with another version that has far, far more giant black redaction boxes plastered all over it. I expect we’ll see more of the same tonight and tomorrow, as the entire evidence folder has been pulled offline after the sharpie incident.

All of this is pretty funny, but it has a much more important impact. Judge Jacqueline Scott Corley has been a good sport about it all, but both here and in Epic v. Apple, the US justice system has made it clear that while it will allow protection of legitimate company secrets, it’s not here to do PR work for video game companies. Inevitably, games companies fighting in court about anything on this large a scale will result in a strange, backhanded, corporate transparency win for consumers. The more they fight, the more we know.

There’s one more day left in court, with a verdict to be rendered in the days following. You can check out our daily roundups right here on IGN for updates on everything happening in FTC v. Microsoft, day by day, as well as catch up on our detailed analysis of day one, day two, and day three of the trial before it reconvenes tomorrow.

Rebekah Valentine is a senior reporter for IGN. You can find her on Twitter @duckvalentine.

Sony Accidentally Reveals That Call of Duty is Worth $800 Million to PlayStation Alone

An internal document from Sony revealed a ton of highly confidential information about its PlayStation brand. More specifically, we learned a lot about the Call of Duty revenues for PlayStation platforms alone.

The document, which was submitted as evidence for the ongoing trial between the Federal Trade Commission and Microsoft, focuses on a letter sent by PlayStation boss Jim Ryan. In the letter, which was poorly redacted, it mentions how much Call of Duty was worth to PlayStation alone. Specifically, the widely-popular first-person shooter franchise “directly generated over $800 million” in the United States alone in 2021, according to the document.

It’s no surprise how popular Call of Duty is as the most recent installment in the franchise, Modern Warfare II, became the fastest Call of Duty game to cross the $1 billion sold mark in 2022.

But that’s the only thing that the document revealed; we also learned how much two of PlayStation’s first-party titles cost. Specifically, the document revealed that Horizon Forbidden West cost $212 million to make, and The Last of Us Part II had a budget of $220 million. More interestingly, according to Ryan, internal surveys at Sony Interactive Entertainment claim that almost half of US-based PS5 users also own a Nintendo Switch, while less than 20 percent of PS5 owners in the same country also own an Xbox Series X or Series S console.

The document itself was submitted as evidence for the evidentiary hearing currently going on between the Federal Trade Commission and Microsoft concerning the tech giant’s proposed acquisition of Activision Blizzard, but has since been pullled. If you want to learn more about the ongoing trial, check out our daily roundups. If you want a more in-depth look at the previous trial days, check out our day one and day two analysis pieces.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Microsoft FTC Trial: Activision CEO Bobby Kotick on Call of Duty Exclusivity and Other Key Takeaways

Activision CEO Bobby Kotick took the witness stand during today’s portion of the Microsoft FTC trial. Kotick shot down questions about making Call of Duty exclusive, admitted he wasn’t impressed with Nintendo Switch prototypes before the system launched, and revealed a release window for Call of Duty: Warzone Mobile. Here’s everything you need to know from Kotick’s time in court today.

Kotick Doesn’t Want to Make Call of Duty Exclusive

Call of Duty was obviously the big focus of Kotick’s testimony and cross examination, and when the Activision CEO was asked if he’s ever thought about making Call of Duty exclusive to one platform, he said “No.”

“You would alienate over 100 million monthly active players,” Kotick said. “Half of them play on phones, but the rest of them play on computer and PlayStation, and you would have a revolt if you were to remove the game from more than one platform.

“… You would have a revolt if you were to remove the game from more than one platform.

“Gamers are very passionate… And so with that kind of investment, time, and effort, you get an enthusiastic, passionate group of people.”

Kotick said it would be “very detrimental to our business” to take Call of Duty off PlayStation.

Kotick Admits He Was Unimpressed with Nintendo Switch Prototypes… And He Was Wrong

Kotick admitted that when he first saw prototypes for Nintendo Switch, he didn’t think it was going to be popular. He also admitted that he was wrong, given that the Switch has now sold well over 100 million units. Kotick said it was a mistake to not put Call of Duty on the current Nintendo Switch, and he briefly spoke about how Activision will approach future Nintendo consoles.

“We would consider it once we had the specs, but we don’t have any present [plans].”

Based on Kotick’s comments, it seems Activision will heavily consider bringing Call of Duty back to Nintendo consoles “once we get the detailed specifications” of the next console. “It’s probably something we’ll consider,” he added.

PlayStation Would Be Fine if the Acquisition Goes Through, Kotick Says

Kotick said Sony has an “enormous competitive advantage” in its ability to develop new IP, and he cited The Last of Us as an example of taking a video game IP and turning it into a successful multimedia franchise.

If the transaction goes through, Kotick expressed confidence that Sony would remain competitive, saying Sony has some of the best game developers in the world.

“Sony is the most successful consumer electronics company of all time,” Kotick said. “They have distribution in every country, every small town, everywhere in the world.”

Sony is the most successful consumer electronics company of all time. They have distribution in every country, every small town, everywhere in the world.

Degrading a PlayStation Version of Call of Duty Doesn’t Make Sense, Kotick Says

The FTC continues to argue that Activision and Microsoft could ship a PlayStation version of Call of Duty that doesn’t live up to the quality of the Xbox version. Kotick argued that Activision’s developers wouldn’t do that, saying the vitriol that would follow from gamers — and ensuing damage to the company — would be well deserved. Kotick also said that developers take pride in their work and want to make good games. Kotick has never heard of developers making a subpar game for one platform compared to another.

Call of Duty: Warzone Mobile Is Coming This Fall

Early on in his testimony, Kotick revealed that Call of Duty: Warzone Mobile is coming this Fall. Previously, we only knew the mobile version of Warzone was slated for sometime this year. Warzone Mobile is in development in-house at Activision.

For the latest on the Microsoft FTC trial, read about the revealed budgets for AAA Sony titles like The Last of Us Part 2, how Microsoft considered buying Square Enix, and check out our full recap of the trial so far.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

The Last of Us 2 and Horizon Forbidden West’s Budgets Accidentally Revealed in Poorly-Redacted Document

The Last of Us: Part II and Horizon Forbidden West each cost more than $200 million to develop based on new documents submitted as part of the ongoing Xbox Federal Trade Commission case.

According to the poorly-redacted declaration submitted by Sony Interactive Entertainment, The Last of Us: Part 2 cost some $220 million to develop, with a peak headcount of some 200 full-time employees. Horizon Forbidden West, meanwhile, cost $212 million to develop and utilized more than 300 developers.

The budgets provide a rare glimpse into the world of big-budget game development, where exact numbers are often treated as closely-guarded secrets, as well as the sheer scale of AAA game development. Just recently, Xbox Game Studios head Matt Booty said that big-budget games now take a half-decade or more to make, with failure having the potential to ruin a studio.

In this case, the budgets seem to have been worth it. Both games sold well and were a critical part of the PlayStation’s branding as a “prestige” platform.

PlayStation justifies these costs by pointing to the way that AAA games “create deep and ongoing engagement with players.”

“A comparison of the engagement with a AAA game to the engagement with a big budget Hollywood movie is instructive to understand player loyalty to game franchises,” the document says. “While most viewers of a movie will watch it once, players of a successful multiplayer AAA game will play it constantly; while a movie might run two hours, players of a successful multiplayer AAA game may play it for hundreds of hours a year.”

The document goes on to highlight Call of Duty as a “critical” component of PlayStation’s competitiveness, describing its annual release cycle as unique among AAA games. It claims that Call of Duty is played by “tens of millions” of users on PlayStation alone.

The budgets are one more revelation that has revealed all kinds of information about Xbox’s attempted acquisitions over the year, release dates, and more. The trial, which kicked off last week, will determine whether a preliminary injunction is issued against Xbox’s Activision Blizzard merger.

IGN is in the courtroom and covering everything as it happens, so keep an eye on the site as the trial continue.

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.

Blizzard Unveils World of Warcraft: Classic Hardcore With Permanent Character Death

Blizzard has announced that it will be introducing a new way to play World of Warcraft: Classic, by adding Hardcore realms where every death is permanent.

Hardcore realms will be added to the public test realm (PTR) starting tomorrow, June 29, and are planned for official release later this summer. On Hardcore realms, characters cannot run back to their corpses and revive after dying, or be resurrected by a spell. Character that have died can linger in the game world as a ghost, communicate with other players, explore, and do certain actions such as passing on guild leadership to living characters.

All Hardcore realms are considered PvE realms, with Blizzard stating it wants PvP to be “optional and intentional” given the stakes. A new feature called “Duel to the Death” will be available on Hardcore realms that allows players to choose to enter a PvP fight with another player full aware that one will not make it out alive.

Additionally, other small quality of life changes will exist on hardcore realms such as preventing quest-related NPCs from being attacked by players of the opposing faction, and adjustments to how creatures run back to their intended zones to keep players from kiting high-level monsters into low-level areas and killing players unexpectedly.

World of Warcraft: Classic was first released back in 2019 as a way for players to reexperience the original World of Warcraft as it was at launch after over a decade of updates, patches, and expansions. Blizzard has since updated the game, patch by patch, through The Burning Crusade expansion and into Wrath of the Lich King, with plans to continue releasing expansions and updates only if the community wants them. Hardcore realms, notably, will be brand new Classic Era servers – so no Lich King for hardcore players for now.

Rebekah Valentine is a senior reporter for IGN. You can find her on Twitter @duckvalentine.

Call of Duty: Warzone Mobile Is Coming This Fall, Bobby Kotick Says

Call of Duty: Warzone Mobile is coming to mobile devices this Fall, according to Activision CEO Bobby Kotick.

Taking the witness stand for today’s portion of the Microsoft FTC trial, Kotick revealed the release window for the mobile version of Warzone. Previously, we only knew that Warzone Mobile was coming sometime in 2023.

First revealed in September of last year, Call of Duty: Warzone Mobile is built from the ground up for Apple and Android devices. Warzone is different from the current Call of Duty: Mobile in that Activision is developing it in-house, whereas Mobile was developed by Chinese developer Tencent.

We got to go hands-on with Warzone Mobile, where we said, “Squeezing Warzone onto mobile devices is no easy task but Activision has managed to introduce it to the platform without much compromise to the game’s DNA. It still looks and feels very much like Warzone, with each new tweak ensuring that the experience translates to mobile as smoothly as possible.”

Kotick is testifying in the hearing that could determine the fate of Microsoft’s proposed $68.7 billion acquisition of Activision Blizzard. To keep up with everything that’s happened, check out our full recap of the trial’s first three days.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Final Fantasy 16 Sold 3 Million Copies During Launch Week

Final Fantasy 16 has sold over 3 million copies during its first week on sale, Square Enix has announced.

Square Enix said the milestone consisted of both physical and digital sales on PlayStation 5. Physical sales for the game in the UK were reportedly 74% lower than those of its predecessor, Final Fantasy 15. Still, Final Fantasy 16 was still the top overall seller during its launch week.

The solid sales numbers should be considered with the caveat Final Fantasy 16 is only available on PS5. Final Fantasy 7 Remake shifted 3.5 million copies in three days when it launched as a PlayStation 4 exclusive in April 2020, but that was to a much larger install base of consoles than PS5 currently enjoys. Final Fantasy 15 sold 5 million units in its first day, but that game launched on PlayStation 4 and Xbox One in November 2016. Final Fantasy 15 remains the fastest-selling game in the history of the series.

It’s likely Square Enix is working on a PC version of Final Fantasy 16, but producer Naoki Yoshida said it wouldn’t be released any time soon.

In IGN’s Final Fantasy 16 review, we said: “Featuring fast, reflex driven, action heavy combat, Final Fantasy 16 is certainly a departure from what fans may expect out of a Final Fantasy game, but its excellent story, characters, and world building are right up there with the best the series has to offer, and the innovative Active Time Lore feature should set a new standard for how lengthy, story-heavy games keep players invested in its world.”

Even Fallout Mods Are Getting Out the Way of Starfield

The team behind ambitious mod Fallout London has delayed its release to avoid the “elephant in the room” that is Starfield.

In a video update, project lead Prilladog admitted the delay of Bethesda’s upcoming behemoth to September caused Fallout London to move from launching around the same time to the fourth quarter of this year (some time from October to December).

“Initially we had hoped for it to be in the third quarter, as in the one that’s coming up,” Prilladog said. “However a certain space game got delayed, and is now scheduled to come out around the same time we had planned.

“So, as a result, we’re making our release for the last quarter. This not only gives you all more time to play Starfield, but also allows us more time for playtesting and bug fixing, so it’s a win-win situation, right? We just appreciate your patience. So expect us around then.”

In a thinly-veiled jab at Starfield, Prilladog pointed out the Fallen London mod team is free from shareholders “breathing down our necks” and forcing a release before the project is ready. “We hope our mod will be the perfect holiday gift for you all,” he concluded.

Fallout London is one of the most high-profile mods in development. It’s a DLC-sized add-on for 2015’s post-apocalyptic smash hit Fallout 4, adding an entirely new setting outside the United States. As you’d expect, Fallout London takes place in a post-nuclear London and features everything from “stuffy parliamentary aristocrats to a resurrection of the Knights of the Round Table to an uncompromising cult of revolutionaries”.

Clearly, Bethesda were impressed by Fallout London, as it has poached the project’s modders to work at the studio. Last week, Prilladog announced Fallout London modder PatchworkProfessor landed a job as an associate level designer at Bethesda. Perhaps PatchworkProfessor will join the team working on Fallout 5.

As for Starfield, its effective release date is September 1. That leaves plenty of time to get the outer space epic out of your system before planting your boots on the ground in Fallout London.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Park Beyond Review

The magic of a park sim is its ability to make time disappear. When you are in the zone building your park, managing the wants and needs of your attendees, and creating a self-sustaining financial juggernaut, there’s potential for an almost euphoric Zen from the best of the genre. At its best, Park Beyond hits these highs with interesting rides, a simple and compelling upgrade system, and a whimsical sense of imagination. But, like a poorly maintained rollercoaster, there’s a looming threat that things will fall apart with disastrous results. It’s this tendency for things to come off the rails that left me feeling queasy after spending a few days in this park.

A game like this lives and dies by its building mechanics, and Park Beyond is pretty solid in that regard. Crafting a thriving and growing park from scratch is a lot of fun: building paths, flat rides, roller coasters, and shops is easy, thanks in part to a simple interface and controls that are straightforward when it comes to the simple stuff.

After your grand opening there’s a linear, step-by-step process to upgrading and expanding your park that’s easy to understand and fun to execute. The capacity, and by extension income potential, of the park is limited at first. In the beginning there are only a few rides that can be built to entice customers. The amount of fun people have and the cleanliness of the park increases Park Appeal. Earn enough appeal and the park ranks up, increasing capacity and unlocking additional rides and shops.

Which upgrades to select presents an interesting tactical choice.

Which upgrades to select presents an interesting tactical choice. You can focus on obvious things, like unlocking shops to fulfill basic needs like food and drink and add some more basic ride options. Or you can be more strategic, unlocking options that appeal to a specific demographic (such as adults), or rides that prioritize fun over profitability to gamble that you can build a large base of customers quickly and then capitalize on them later. The moments when I’m clicking back and forth between different options, torn about what to select, is agonizing and engaging in the best way.

The key differentiator between Park Beyond and other park sims is its fantasy concept of “impossificaiton.” As the amazement of your guests accumulates, you earn the ability to pull out a magic pencil and supercharge rides or employees. Suddenly that Shining Pendulum transforms into a colorful launcher of human-filled spinning tops, or that Ring of Fire loses the top of the arch, and launches riders from one side to the other while spinning like someone juggling on a turntable. It’s hilarious and wondrous, with a whimsical imagination that one would expect from a Roald Dahl book. I couldn’t help but smile the first time I impossified one of my janitors and he started cremating the nearby trash bins with a full on flamethrower.

It’s hilarious and wondrous, with a whimsical imagination.

Some rides can even be impossified twice to become… impossibler? Each upgrade increases potential fun, amazement, and profit, but also adds to upkeep cost, and that’s unfortunately one of many areas where poor economic tuning becomes an issue for Park Beyond. Some rides become devastating financial drains after the upgrades, which turns the promise of a park filled with joyfully ludicrous machinery into a trap leading to financial ruin. Often the best long-term strategy is to play it safe with conventional rides, which can suck the soul out of these fantastical parks and reduce them to something run-of-the-mill.

That kind of oversight is unfortunately par for the course when it comes to the fiscal aspects of managing your park. Customer appeal, for instance, is unpredictable to the point of feeling random. A ride can be red hot one moment, then a money pit the next without any changes to ticket prices. Some evolution in park-goer taste over time makes sense, especially as rides age, but the wild swings from crowded to abandoned defy strategy, and mature parks have an unfortunate tendency to go from extremely positive cash flow to hemorrhaging money, seemingly in the blink of an eye and without explanation, which can be a miserable experience.

What’s much more dependable are the roller coaster construction options, which should feel familiar to park sim veterans whether you’re building from scratch or selecting from prefabricated rides. Simple rail and chain lift options are enough to get a roller coaster going, and building simple rides is a breeze while more complex ones can be a challenge, as you’d expect. Unfortunately there’s an issue that crops up here as well when you get into the fancier options: there are enjoyably absurd modules that can fire cars out of cannons, or send them across open fields in giant hamster balls a la Jurassic World, but those come with the catch that getting tracks to point in the desired direction is like wrestling a fire hose. I often found myself giving up on opportunities to use the terrain in neat ways with tunnels, switchbacks, or loops, as the simple act of placing tracks became more trouble that it was worth. That stifled my more creative urges in a disappointing way.

No direct control options exist: you are fully at the mercy of the AI.

Even so, I was generally satisfied with the rides I was able to produce, but that just made the abysmal staff managing them that much more aggravating. Roles that keep your park clean and running are essential to earn income and raise your park appeal, but the people available to hire to do them operate with a terrible lack of basic sense. Is that ride shooting sparks and about to catch fire? Better fix up this seldom-used vending machine instead! Janitors will ignore heaps of litter in the streets to empty far-flung trash bins, and mechanics will ignore rides on the verge of collapse. That would be excusable if this were the kind of game where you could directly control them or manually set priorities, but no such options exist: you are fully at the mercy of the AI. The only solution is often to overstaff and hope for the best, which is a frustrating feeling when you are trying to grow your park on a shoestring budget.

Then there’s the park attendees themselves. They’re the true villains of Park Beyond, but through no fault of their own. The people you need to please and collect money from simply break at times. On several occasions I had a park that I thought was fully dialed in with great rides, plenty of food, drink, and bathroom options – earning strong metrics all around – only to have a total collapse of customer sentiment because entire crowds of people became frozen in place, unable to satisfy their basic needs or spend money at rides. Sometimes you can fix it by closing and reopening a ride, other times I had to delete chunks of my park, and in some cases I had to restart missions entirely. Eventually I just started checking every inch of my park for glitched attractions for customers every few minutes, a tedious necessity to keep things operating.

That bugginess unfortunately doesn’t stop there. I’ve had immaculate parks’ scores ruined by invisible garbage, seen sidewalks disappear below ground, and entire shops lose their identity and become groups of dissociated parts. Some of these things are annoying, like employees getting stuck in the staff lounge until I delete it, and others are soul crushing, like the handful of hard crashes that undid untold amounts of focused park construction. It’s aggravating, and any large park feels like a ticking time bomb, ready to rob hours of work seemingly at random. Reverting to a manual or autosave is an option, but often introduces new bugs, and an inexplicably crashing balance sheet that had been healthy on the previous run through.

The threat of bugs dangles over you regardless of which of the two main modes you choose, but they do a good job mixing up the ways you can approach park building. First, there’s the Campaign, which throws you into eight increasingly difficult park-building scenarios, acting as a cross between a tutorial and story-driven challenge. While the story and characters are a forgettably generic group of scrappy park builders, the first few missions do a great job introducing a unique wrinkle that gives each one a different feel. One has you taking over a failing park that’s in need of your deft touch to turn it around. Another places you at the center of an archipelago, racing to earn money fast enough to buy the surrounding islands before they get turned into parking lots. It keeps things fresh and exciting, and makes for some good park-building puzzles.

The later missions, however, are a slog. The difficulty spikes considerably, which isn’t necessarily a bad thing when done well, but a slim margin of error just isn’t compatible with the unpredictable systems and unreliable tech. Rather than a triumphant culmination of all my skills, beating the last mission after about 40 hours felt more like the end of a prison sentence.

Sandbox is a much more consistent experience, and a more fun way to play. There are over two dozen maps to start with and build from. I like that you can assign yourself optional goals and starting funds, or just take unlimited money with no objectives and focus on creative freedom. This is where the whacky construction really shines, and it’s easy to lose hours (which, again, is the mark of a good park sim) to creating increasingly impossible roller coasters. It doesn’t have nearly as many customizations options as something like Planet Coaster, especially on the flat rides, but pulling the magic marker out and turning all the rides into delightful absurdities is well worth the tradeoff.

Yager Announces the Cycle: Frontier Shutdown, Points Finger at Cheaters

Free-to-play extraction shooter The Cycle: Frontier shuts down in September, developer Yager has announced.

Yager, developer of Spec Ops: The Line and Dreadnought, set the shutdown for September 27, 2023, calling the decision “very difficult” but “necessary”. Real money purchases are now disabled. Any purchases made from June 13 will be refunded.

The Cycle: Frontier is described as a “competitive quest shooter”, with player versus environment versus player combat. It launched in early access form in 2019, before launching proper last year.

“We are incredibly grateful for all your support during this wonderful journey, we couldn’t have done it without you!” Yager said in a tweet. “From the bottom of our hearts, thank you.”

Expanding on the decision in a blog post, Yager said The Cycle: Frontier was not “financially viable”.

“Despite our best efforts and meaningful improvements brought to the game since launch and up until the release of Season 3, the reality is that The Cycle: Frontier is unfortunately not financially viable,” the developer said in a statement.

So what went wrong? Yager said The Cycle: Frontier started strong, but soon faced “many challenges”, the “most crucial” being the increasing number of cheaters shortly after the game went live.

“Although we had tools and measurements in place, we quickly realized we needed to improve our anti-cheat efforts to be able to ensure a fair game experience for all players,” Yager explained. “By the time we got additional partners onboard for our anti-cheat efforts and could focus again on gameplay and performance improvements for The Cycle: Frontier, many of you had already been affected and as a result we saw a significant decrease in our player base.”

Following this, Season 2 failed to generate enough attention to kickstart the game again. In response, Yager took steps to make The Cycle: Frontier more approachable, which sparked a modest increase in players alongside the launch of Season 3 in March, but, as Yager admits, “it was still not enough to make The Cycle: Frontier financially viable.”

The Cycle: Frontier will be unplayable from September 27, Yager confirmed. The developer said it “strongly considered” making the game available to everyone so it could be played offline, possibly on private servers, but decided this wasn’t feasible.

“The Cycle: Frontier is a server-based game with a dedicated backend system, which doesn’t allow keeping the game somewhat available after being shut down,” Yager said.

Yager said it will now shift focus to new projects, although it has yet to announce any new games in development. Yager’s free-to-play spaceship combat game Dreadnought remains available to play.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.