North American eSports a Failing Business According to Streamer Who Spent $1 Million on a Team

The North American eSports business is in a sorry state according to a streamer who’s spending $1 million on a team.

As reported by PC Gamer, streamer Jeremy Wang (better known as Disguised Toast) released a video outlining why “the eSports industry is one of the worst things you can get into”.

Wang founded a Valorant team called DSG in January and later added a League of Legends squad to the roster. Five months in and Wang was told he was set to lose $1 million within the first year, twice what he initially expected to spend.

“If you look at any eSports org in North America, all of them are either broke or going broke. And I do mean all of them.”

There’s little hope of making any money from the team, Wang said. “[My accountant] sent over this spreadsheet with all these red numbers, and I noted in the revenue section [that] it was blocked out,” he explained. “I asked him, ‘Why’d you block it out?’ He said, ‘Well, it’s not blocked out, there’s just nothing there. You’re not making any money.’ “

Wang said it’s not just an issue for his team either. “If you look at any eSports org in North America, all of them are either broke or going broke. And I do mean all of them,” he said.

“Some orgs will try and put on a front and say, ‘Hey, we’re still good, we look good, everything’s cool here.’ Trust me when I say, everyone is losing a lot of money. A lot of people are being fired. No org is safe right now.”

Companies are no longer interested in sponsoring eSports teams either, according to Wang, after being sold on exposure deals that haven’t came to fruition. “Brands are scared of eSports because they invested millions and millions into it, and they never got any significant return,” he said.

Wang plans to turn to Patreon and high quality merchandise to dig himself out the $1 million hole his team is currently in, though joked he may be making a video in another few months saying he’d now spent $2 million.

For more on eSports, check out IGN’s League of Legends Worlds 2022 coverage and our favourite moments from throughout the playoffs.

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

CD Projekt Adding Legendary Witcher Sword to Cyberpunk 2077

CD Projekt is adding a legendary Witcher-themed sword to Cyberpunk 2077 through its upcoming Phantom Liberty expansion.

Announced on GOG,com, anyone who preorders Phantom Liberty and has their GOG account (CD Projekt’s version of Steam) connected will be rewarded with a series of goodies depending on which other games they’ve played.

Those who own The Witcher 3: Wild Hunt get a red and brown leather hoodie for V to dress up in that looks sort of like a 2077 version of the School of the Cat armour.

These players will also be awarded the Gwynbleidd sword, which is reminiscent of Aerondight from the original Witcher and the third game’s Blood and Wine expansion. Gwynbleidd is also Geralt’s nickname in Elder Speech, which translates to White Wolf.

The Witcher Card Game fans haven’t been forgotten either as those who have Gwent on their GOG accounts get a unique t-shirt and a special pistol called Scorch, named after one of the game’s most infamous cards.

All who preorder Phantom Liberty also get a Rarog vest, named after the mythical bird that dons CD Projekt’s logo, and the studio has promised there’s more to come in the future.

The Phantom Liberty expansion is set to add a wealth of content to Cyberpunk 2077 when it launches on September 26 and fundamentally changes several mechanics in the base game.

Vehicular combat, a Cyberpunk: Edgerunners inspired cyberpsychosis feature, and a clever nod to The Witcher are coming too, though at the cost of upping the game’s PC requirements.

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

30 Years Later, Street Fighter 6 Finally Gives Sheng Long the Canon Appearance He Deserves

He began life as a mistake that sparked one of the greatest hoaxes in all video games. Now, 30 years later, he’s finally in a video game.

Sheng Long is the once mythical Street Fighter secret boss who was mentioned in Ryu’s victory quote from the original Street Fighter 2: “You must defeat Sheng Long to stand a chance.” Fans vociferously speculated about the identity of the mysterious Sheng Long. Who was he? Where was he in the game? Is he Ryu and Ken’s master? Could he be unlocked somehow?

In the pre-internet era, Sheng Long was the subject of heated debate in playgrounds across the world. Little did players know, the name was simply the result of a mistranslation of “Shōryūken”, Street Fighter’s famous Dragon Punch.

Capitalising on the speculation, a 1992 April Fools’ prank by U.S. games magazine Electronic Gaming Monthly tricked people into believing Sheng Long was an unlockable boss character in Street Fighter 2. Cue more heated debate in playgrounds across the world as fans tried in vain to fight Sheng Long. Now, 30 years later, fans finally can in Street Fighter 6.

Spoilers for Street Fighter 6 follow.

In Street Fighter 6’s single-player campaign mode, World Tour, Sheng Long can be found on top of the SiRN building in Metro City at night as part of the Fighty Mighty side quest. It’s a bit of a fiddly trek to get to the level 90 beast. Head to Bayside Park Street and enter the SiRN building via the Construction Site. Climb the steps and ladders all the way to the top, using the control panels to call in the moving platforms to progress. Sprint past the aggressive NPCs if you can.

You’ll end up in the SiRN server rooms, which are packed with annoying robotic enemies. Sprint past them as you make your way up to the first floor of R&D. Get in the lift to the seventh floor, run down to the sixth floor, then up the stairs to the roof. From there, climb up to the crane platform and Sheng Long’s location. This video from YouTube channel lilfarmboi shows the way.

Sheng Long uses Ryu’s fighting style (of course he does), and looks like a sort of PS2-era Heihachi from Tekken. This is a design inspired by EGM’s prank, which involved unofficial art. Speak to him and he’ll say: “Begone. All who bear witness to me suffer terrible misfortune. Knowing this, do you still wish to face me in combat? Is this bravery born from ignorance? Or are you a beast whose hunger demands fell sacrifice? It matters not. Come. Face me with every fiber of your being.”

It turns out Sheng Long is something of a fireball spammer (it’s all his fault!), so if you can time your jump-ins well, you should be able to land some decent hits. The problem of course is Sheng Long is a level 90 NPC, and so presents one of the toughest encounters in the game for the vast majority of players who will be significantly under-levelled by the time they hunt him down. Remember your consumables!

Defeat Sheng Long and he says: “I… am defeated? Long has it been since I’ve known such a feeling. I suppose, then, that showing myself once more was fortuitous. I offer you my thanks, strong one.”

And that’s it. Sheng Long has finally made his canon appearance in a Street Fighter game. Perhaps when Street Fighter 7 comes around, he’ll be a playable character.

Street Fighter 6 launched earlier in June and was met with critical acclaim, including from IGN’s review. Capcom has announced one million people played over launch weekend.

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.

Diablo 4 Streamer Rages After 172-Hour Hardcore Character Dies During Loading Screen

A Diablo 4 player flew into a rage after his 172-hour, level 91 Hardcore character died during a loading screen.

New Zealand-based streamer Quin69 uploaded a video to YouTube of the moment he saw the dreaded Hall of Fallen Heroes on-screen message after Diablo 4 appeared to crash while teleporting his character to the town of Kyovashad following the completion of a dungeon. The only option open to Quin69 is to click “acknowledge.”

“I finished the f**king keystone and portaled to town,” Quin69 said as realisation set in. “In the loading screen of me porting to town my character has died.”

What appears to have happened is Quin69’s character, which was standing inside a protection bubble during the portal to town, somehow died to an innocuous attack from a nearby floating device. This shouldn’t happen, of course. As Diablo 4 streamer Octavian ‘Kripparrian’ Morosan suggests in the video, the port to town loading may have made Quin69’s vulnerable to the attack while stuck in limbo.

Diablo 4 itself recorded the death as: “Slain by ‘Environment’.” Whatever the reason, Quin69 has now lost a character he put over a week’s worth of hours into. It’s a brutal end, but Quin69 is not the only Diablo 4 player to have lost a Hardcore character through no fault of their own.

IGN reported on the first Diablo 4 player to hit Level 100 in Hardcore mode after his character was lost forever following a disconnect.

Souaïb ‘carn’ Hanaf was livestreaming Diablo 4 when the game disconnected. After logging back in, carn discovered his max level Hardcore Barbarian was gone, leaving him no option but to create another character and start all over again.

Diablo 4’s Hardcore mode features permadeath, which means if a character dies it’s gone for good. Character deaths such as these are a stark reminder of the perils of always-online video games, and are sure to fuel complaints about Blizzard’s decision to make Diablo 4 unplayable offline.

Friends of Quin69, horrified by what they had seen happen to the streamer, can be heard saying they won’t bother with Hardcore mode. “You’re eventually going to die from a DC or a crash or whatever the f**k this is,” one said. “That’s terrible,” said another.

Despite issues such as these, Diablo 4 has been a critical and commercial success. In IGN’s 9/10 review we described Diablo 4 as “a stunning sequel with near perfect endgame and progression design that makes it absolutely excruciating to put down”. Be sure to check out our Diablo 4 guide for tips and tricks on how to get the most out of your journey through hell, and to use our interactive map to keep track of your progress as you 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.

Nintendo Switch Online Gets a Classic Fire Emblem Game Next Week

Fire Emblem: The Blazing Blade hits the Switch Online library on June 23, Nintendo has announced.

Revealed in a tweet (below), players will soon be able to get their virtual hands on the game that originally launched for Game Boy Advance in 2002 and is commonly known as just Fire Emblem. This is because, while The Blazing Blade held the subtitle in Japan, this was the first Fire Emblem game released in the west.

“Lyn, Eliwood, and Hector must amass an army strong enough to fight back the forces that would destroy their homeland in the Game Boy Advance version of Fire Emblem,” reads the tweet.

Users will need both Nintendo Switch Online and the Expansion Pack before they’re able to download Metroid Fusion and the rest of the Game Boy Advance Games, but all of this can be done from the Switch Online app on the console itself.

Also available in the collection is Super Mario Advance 4, Super Mario Bros. 3, WarioWare Inc: Mega MicroGames, Kuru Kuru Kuruin, Mario Kart: Super Circuit, Mario & Luigi: Superstar Saga, and The Legend of Zelda: The Minish Cap, and more.

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

Exclusive: Check Out 4 New Cards From Flesh and Blood’s Upcoming Dusk Till Dawn Set

IGN can exclusively reveal four cards from the upcoming Flesh and Blood TCG set Dusk till Dawn including the extra special Majestic United We Stand, which sees the heroes of Rathe unite for the very first time in a tease of the upcoming PvE format.

The full United We Stand reveal can be seen above while the remaining three cards, Banneret of Resilience, Banneret of Salvation, and Banneret of Vigor can be viewed below. These full-art versions will be available as buy-a-box promos: local game store freebies given away to customers who buy a Flesh and Blood booster box. The remaining three Banneret cards can be seen for the first time on the ticketing page for one of Flesh and Blood’s next major tournaments, the Calling Birmingham.

All of these cards will be featured in the next set of Flesh and Blood (FAB), a fantasy themed hero-versus-hero fighting game designed to be played in person, in the flesh and blood.

Dusk till Dawn is the 10th set released, meaning Flesh and Blood has reached a milestone very few card games do. “Dusk till Dawn being the 10th FAB set, alongside a rapidly growing player base who majoritively voice strong belief that the game is getting better over time, is a strong indication that our long term vision has set FAB up to stand the test of time,” said James White, CEO and founder of developer Legend Story Studios (LSS).

“The reality of the TCG industry is it has a 98% failure rate. Many games that started out full of potential and hype are dead, on death’s door, or showing signs of fatal game system failure by the fourth or fifth set.”

Dusk till Dawn also tells a particularly important part of Flesh and Blood’s overall narrative, which is woven throughout its cards and stories released online. “[This set] is special because it returns fans to the heart of the primary story arc running through the world of Rathe,” White said. “It picks up the story where [a previous set called] Monarch left off, as well as tying together some of the subplot threads that have come since, such as bringing the heroes of Aria into the fray.

“United We Stand [showcases] all the iconic heroes who have come together to defend the city of Solana in her time of greatest need.”

“I think we have done an exceptional job integrating lore and character development with card design and game mechanics,” he added. “This flows through to create a really immersive experience when playing the game. You feel like you are playing as the hero.”

LSS has corroborated the game’s story into a summary on its website, though it also uses the cards themselves to signify key moments, introduce new characters, and so on.

“United We Stand is storytelling through card design at its best,” White added. “The new Unity mechanic featured across multiple cards in the set expresses the concept of heroes defending together, with United We Stand showcasing all the iconic heroes who have come together to defend the city of Solana in her time of greatest need.”

What United We Stand also does with the term “party” is give a glimpse at Flesh and Blood’s upcoming PvE mode, which will move the game beyond its current PvP only formats.

“United We Stand is a sneak peek at PvE, the highly anticipated social play format for Flesh and Blood,” White said. “TCGs are typically premised on confrontation, including multiplayer formats, where ultimately the goal of the game is kill the other players.

“Inevitably there is one winner and everyone else loses. PvE completely changes this dynamic, with players cooperating to overcome a common objective. The social dynamic changes from confrontation to cooperation.

“Players are incentivized to keep their fellow players alive and in the campaign rather than killing and eliminating them from the game. It’s much more akin to an RPG experience that is so complimentary to the holistic Flesh and Blood design.”

“United We Stand is a sneak peek at PvE, the highly anticipated social play format for Flesh and Blood.”

It will therefore build on the RPG mechanics already in the game. “One of the most fun and unique things about FAB is you get to equip your hero with all kinds of different weapons and armour depending on which hero you’re fighting against,” White said. “It is very RPG-like in this respect and adds a lot of customizability to how you set up your hero to fight.”

Keeping these fundamental rules and mechanics in line is another important aspect of the game’s success, White said, as heroes created in the first sets are designed to go toe to toe with heroes in the most recent.

“Our design philosophy is to keep the game mechanics as simple as possible,” he explained. “Furthermore, we are deliberate in making sets from time to time that can act as great onboarding ramps for new players, such as [the most recent release] Outsiders, which is mechanically quite a simple set based on simple melee damage interactions.”

On this point, White also teased what’s coming in the future for Flesh and Blood. “As we move forward, you’ll start to see changes to our card and product design that really supports ease of access for new players to pick up and play FAB easily,” he said. The next release after Dusk till Dawn will also be created with limited play in mind, like many FAB sets before it, meaning they’re fully draftable and ready for sealed play.

As for the game’s story, White revealed Dusk till Dawn is just part two of the Monarch trilogy, which is set to reach its climax in early 2025. And alongside the more dedicated PvE mode, LSS is looking to grow the game’s narrative in other ways too.

“We always looked at FAB as being the development of an IP, not just a game,” White said. “That includes world building, character development, and storytelling. So far the IP has been applied to the trading card game, but we see a lot of opportunity for storytelling in other mediums over time.”

Dusk till Dawn launches July 14, 2023, but special War of the Monarch pre-release events take place at local game stores around the world from July 7 to 9. Players attending can experience part one of the trilogy by playing Monarch draft, gain special promo cards for participating, and winners take home Dusk till Dawn packs and another special promo. Spoiler Season for Dusk till Dawn, meaning the period of time in which the remaining cards are revealed, begins June 30.

Disclaimer: The author of this article has written for the Flesh and Blood website previously, reporting on the UK community and tournaments.

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

High on Life’s Spooky DLC Has 52 New Characters and Gabourey Sidibe

When Squanch Games announced yesterday High on Life’s first DLC, it revealed a venture into one of comedy’s most popular subgenres: the classic horror-comedy. The new paid DLC, High on Knife, which will be available sometime this October, marks a spookier tone for the game, and the teaser showcased just 40 seconds of darkness and body horror.

But, perhaps unsurprisingly, that turn to spook started as, well, kind of a joke.

“We joked a lot about it while we were working on High on Life like, ‘Wouldn’t it be funny if we made it a horror game?’ “ Squanch’s Chief Creative Director Mikey Spano tells IGN. “And we were all like, ‘We should really just do it. We should do it.’ And so when a DLC came up we were like, ‘This is a perfect opportunity to try something totally different.’ “

Spano and Squanch’s Design Director Erich Meyr sat down with IGN just barely an hour after High on Knife was announced at this week’s Xbox Games Showcase Extended. They haven’t gotten a chance to look at much of the fan reaction at this point, but of course, there’s a question floating around of just how actually scary a game about smart-talking weapons can be, even if there are some tense moments in the base High on Life.

“We have chunks that are intentionally meant to be scary and chunks that are very funny.

“Yeah, the tension’s real,” Meyr says. “It’s not the whole DLC. We have chunks that are intentionally meant to be scary and chunks that are very funny. What people expect from us.”

Spano adds that it’s about “50/50 funny and scary,” even if a lot of it is a spoof of the horror genre as a whole. And they tease that it’s a pretty sizable DLC too, lasting at about two-three hours. Spano jokes that “we definitely shot ourselves in the foot, scope-wise” with High on Knife, and that scope extends to a whole lot of new characters – even if Kenny, the gun voiced by Justin Roiland (who parted ways with the studio after the since-dropped domestic violence allegations against him became public) – isn’t there.

Aside from Roiland no longer being with Squanch, Spano and Mery said they “always” wanted to explore new characters, and the DLC was the “perfect opportunity” to do so.

Expanding the Scope

In fact, aside from Knifey and Gene and the three guns from the base game, Spano and Meyr say High on Knife focuses “mostly” on new characters – 52 of them to be exact, Meyr reveals. A couple of them were already shown in the initial announcement: a gun named Harper, voiced by SNL’s Sarah Sherman, and another gun named B.A.L.L., “a weird little pinball gun” who is voiced by Alec Robbins, the narrative director of High on Life. (Yes, B.A.L.L. is an acronym; no, they won’t say what it stands for yet).

There’s another character too, shown briefly in the teaser: a goopy new boss named Mux, voiced by none other than Oscar-nominated actress Gabourey Sidibe. And if you’re surprised to hear that, well, Squanch was a little surprised too.

“Gabourey was one of those ones that we thought was a super long shot,” Spano says. “The three of us (Spano, Meyr, and Robbins), the way we do stuff is we technically have our roles at the studio, but the three of us together kind of act as one creative director for everything. And so a lot of times one of us will be like, ‘Hey, what about this person for this role?’ And then kind of gauge each other’s interest and Gabourey was everybody’s top choice. We were like, ‘It’s never going to happen.’ “

But as it turns out, Sidibe was indeed interested. Spano doesn’t think she had even played High on Life, but was keen to get into more comedy. And it’s true that while Sidibe broke out in her Oscar-nominated dramatic role in Precious, she’s done a ton of comedic work in recent years, from Brad Neely’s Harg Nallin’ Sclopio Peepio to her recent series The Prank Panel.

Still, Spano and Meyr insist she brings those Oscar chops to the role.

“She was ad-libbing really well. There were some dramatic scenes that she was just nailing,” Spano says. “We were speechless at least once or twice like, ‘Holy shit. She’s awesome.’ So she plays a really big role in sort of the latter half of the DLC.”

They remain surprised about the kind of comedians they’re able to get, from JB Smoove to Betsy Sodaro to Tom Robinson. When asked if there’s a dream get for their voice cast, Spano struggles to come up with one – haven’t they already gotten them?

“We were speechless at least once or twice like, ‘Holy shit.’

But then Meyr reminds him of their white whale: Danny DeVito, who they originally wanted to voice Gene.

“That was one of the few where, I don’t know that it was like a no, I just think that they didn’t really even understand what we were asking for,” Spano says.

He acknowledges that now, he can’t picture anyone else but David Herman doing the voice of Gene. But the dream stays alive: “we’ll probably poke Danny DeVito again” for something else, he vows.

Cast aside, there are plenty of new features that they’re excited to show off in the DLC, even if they can’t go into too many details just yet (although they teased that they’ll be at San Diego Comic-Con in July). There will be new traversal abilities, as well as a new bounty suit.

Spano notes, too, that they were eager to get into their first non-Gatlian gun with B.A.L.L., “so technically it’s not a living gun, it just has living creatures sort of piloting it.”

“That’s something I’ve wanted to do for a while,” he says. “And with the DLC, that was sort of the first thing I drew up. I was like, ‘I want to make this gun with little weird guys piloting it’ and drew it up and it got traction right away. So that was the first new gun that went in.”

They also stress that they really want you to watch that brief teaser carefully. When I ask them about the “hyper-violent Knifey upgrade” that was alluded to in the announcement, Spano notes that “if you listen to the trailer, you could probably connect some dots and figure out what it is.”

They’ve got plenty of new ideas like that they want to squeeze into High on Life – and it’s where Squanch’s focus remains for the time being.

The Future of High on Life

Spano and Meyr both agree that, as long as there’s interest (and there certainly was interest in the base game, as it was Xbox Game Pass’ biggest third-party launch of 2022), they want to “continue this world and telling the story of it.”

“I feel like in the first one we had to pull back on so many things and had so many awesome ideas that we just have this whole backlog of things,” Meyr says. “Even this DLC was ideas that we were already brewing.”

They also say Roiland being gone doesn’t really make a difference for their future, either. Roiland, Spano says, “was just a little side piece” of Squanch, and so his absence “doesn’t really make a difference at all” internally – and they have “no plans, no desire” to work with him again anyway.

And just in terms of the content, they think they’ve built a world that they can fit all kinds of stories into – like, for instance, a horror story, and they even casually bring up medieval fantasy. But of course, it’s a business; they have to respond to how it does.

“We are a small studio, so we got to pay bills and stuff,” Spano says. “And if this DLC justifies its existence, then maybe there’s more DLC. If it doesn’t, then there’s most likely still things for High on Life in the future. Maybe just not more DLC. It just depends on how things go.”

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

The Last of Us Is Getting a Universal Halloween Horror Nights Experience

Universal is teaming up with PlayStation to create a haunted house experience based on Naughty Dog’s The Last of Us, which will feature iconic locations from the 2013 game, clickers, and more as part of its Halloween Horror Nights series of in-person events.

The themed experiences will see guests follow in the footsteps of series protagonists Joel and Ellie as they encounter infected runners, clickers, and human raiders, while passing through familiar locations from the 2013 game, such as The Hotel Grand, and Pittsburgh quarantine zone.

“As a massive fan – and frequent attendee – of Halloween Horror Nights, we are honored to have ‘The Last of Us’ included in this year’s lineup. It has been an incredible thrill for us at Naughty Dog to collaborate with Universal, bringing the world of the game to life, focusing on even the tiniest details that our fans know so well,” said Naughty Dog Co-President Neil Druckmann in a statement.

The events will run on select nights between Sept. 1 to Oct. 31 later this year at Universal Studios Hollywood, and the Universal Orlando Resort. Tickets are available to book as of today, with more details on The Last of Us experience – and the reveal of other haunted houses in the Halloween Horror series – expected to follow shortly.

“The world inside the game offers a multitude of suspenseful and horrifying opportunities to provide guests with a one-of-a-kind experience that can only be found at Halloween Horror Nights,” said the event’s executive producer John Murdy.

The Last of Us has become something of a cultural phenomenon following the original title’s 2013 PlayStation 3 release, spawning a full-on remake, a sequel in the form of The Last of Us Part II, and a successful TV adaptation, which HBO has commissioned for a second season.

Earlier this week, Naughty Dog marked the franchise’s 10-year anniversary with the release of a Photo Mode Collection, and a blog reflecting on the series’ history and development. However, some fans of the series were left disappointed by the lack of updates on the untitled multiplayer title that is currently in development at the studio.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Rockstar Games Co-Founder Dan Houser Announces New Studio, Absurd Ventures

Rockstar Games co-founder and Grand Theft Autio writer Dan Houser has officially announced Absurd Ventures.

As spotted by Geoff Keighley, Houser’s new studio is “building narrative worlds, creating characters, and writing stories for a diverse variety of genres, without regard to medium, to be produced for live-action and animation; video games and other interactive content; books, graphic novels, and scripted podcasts.” Based on the quote, Absurd Games will dabble in other forms of media beyond video games.

Since 2021, it had been strongly implied that Houser started a new studio after Absurd Ventures in Games had been registered in the United Kingdom, with the business listing mentioning that Dan Houser was a director at the studio. Though details on the company were sparse at the time. Dan Houser co-founded Rockstar Games in 1998 with his brother, Sam, and three others. However, in early 2020, Rockstar’s parent company Take-Two Interactive announced that Houser had resigned from the company.

Houser played a big role in Rockstar Games’ history beyond just co-founding. This includes serving as a writer on almost everything Grand Theft Auto game and as a writer for every installment released in the Red Dead Redemption franchise to date, including serving as the executive producer for Red Dead Redemption 1 & 2 and Red Dead Online.

Absurd Games has yet to announce its first project, but hopefully, the studio will share more information soon.

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

Xbox’s Matt Booty Confirms it’s Not Making Games for Xbox One Anymore

With the Xbox Series X/S hitting its third anniversary later this year, Microsoft has officially moved on from the Xbox One and will not be making new first-party games for the eighth-gen console moving forward.

In an interview with Axios, Xbox Game Studios head Matt Booty said the company has “moved on to Gen 9,” noting that none of Xbox’s 23 game studios, including Turn 10 Studios or Double Fine Productions, are working on games that are compatible with the Xbox One. However, support for games like Minecraft is ongoing, according to Booty.

Despite no new first-party games being in the works for the Xbox One, Booty reiterated a previous pledge Xbox made last year, where the Xbox One can still access these new first-party games like Starfield on the console via Xbox Cloud Gaming. “That’s how we’re going to maintain support,” Booty said. While not native versions, if you still have an Xbox One lying around and looking to repurpose it in some capacity, this is a solid alternative.

The news comes less than a week after Xbox held its Games Showcase, where the company shared new information, including updates from several of its first-party developers along with a few third-party reveals. If you missed the showcase, check out our roundup, where we recapped all the big news coming from the digital event.

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