inZOI First Preview: Beautiful and Full of Potential, but Still a Bit Hollow

In inZOI, Krafton’s ambitious all-in-one life simulator, you aren’t a God but rather an omnipotent office worker performing HR for miniature worlds under the tutelage of an adorable cat overlord. In addition to managing the needs and relationships of customisable avatars called Zois, you can build a metropolis with bespoke homes, businesses, and public parks. A slew of complications, like citywide mood sliders, weather conditions, and the potential for wild animals, juice up your all-seeing agenda, leading to a sumptuous simulation full of moreish chaos. It’s a gorgeous, formidable, system-filled world that, as of right now, still feels a little hollow.

Before jumping into the deep end on my first day on the job, inZOI ushered me in with a slick, hyper-realistic character studio that, if time permitted, could have easily swallowed my entire preview session. There was plenty of pushing and pulling as I warped my avatar’s facial symmetry with incredible freedom, like a kid making a beautiful monster out of Play-Doh. But any sincere attempts to create a stylish virtual self disappeared as I stumbled onto all of the Zoi Presets crafted by other creators – nightmare-fuel recreations of cultural icons like Shrek and Handsome Squidward. “We want to give (players) as much agency as possible,” explains Hyungjun Kim, director and producer of inZOI. “I grew up making custom content, and I made a lot of custom content when I was playing The Sims”, they continued. “I know what the players are feeling, and I’ve been in their shoes, so I wanted to give them as much agency as possible so they can make things as easy as possible.”

You’ll choose a character’s gender expression, age range (child, young adult, adult, middle-aged, and senior), and personality before getting stuck into inZOI’s holistic anatomical putty parlor. “At first, we were looking at the option of stylising like The Sims, but we thought that making it realistic would help players become more immersed,” says Kim. “I wanted people to look at life in a more serious light, and if I have one vision for this game, it’s that I want people to live meaningful lives and really think about life in general.”

“We want to give (players) as much agency as possible,” explains Hyungjun Kim, director and producer of inZOI.

inZOI’s fashion suite is a tour de force of customisable streetwear and abundant accessories. I could pick a cute top or skirt and adjust its length and colour using a rainbow palette, recreating some of my favourite archival fashion aesthetics like McBling and Indie Sleaze with ease. inZOI’s sizable wardrobe is refreshingly modern and mostly androgynous, too. “When making the game, we asked for help from clothing companies and brands,” explains Kim. “We asked a clothing designer who’s worked with a lot of Korean singers and K-pop artists to help us, so with their help, we were able to make our own style,” they finished.

There is an unfortunate elephant in the room, though, and that’s inZOI’s integration of Generative AI. Players can upload a custom design to apply to their avatar’s clothing or toy with the plentiful built-in settings. However, a separate button opens up a prompt box where you can input word salad and receive a synthographic digital pattern based on your request. While it’s not all that surprising to see, given current technological trends, it does put a damper on what I feel is a compelling and inspiring character creator. It would cultivate a better community for inZOI if everyone were compelled to flex their unique visions, design skills and cultural milieu to make and share cool textures for other players to use rather than allowing a machine to speedrun creativity for them and produce shabby work.

There is an unfortunate elephant in the room, though, and that’s inZOI’s integration of Generative AI.

Once I had completed my household, I was thrust into inZOI’s Seoul-inspired city, Dowon, ready for my digital me to embed themselves in this impeccably dressed world. It’s here that I could start seeing the seams of this ambitious project. inZOI’s open world is enormous but feels very early. It’s chock full of intersecting people, places, and activities, but despite having so much to do, a haunting emptiness persists in the background, one that needs remedying before the game’s full release.

Starting in my Zoi’s brand-new apartment, they pottered around their gorgeous digs, cooking a frittata and chatting with their roommate. Communication in inZOI is divided between Love, Friendship, and Business, and as you start to talk, you can cycle through the different categories, prodding the relationships in your desired direction. Throughout, the Zois bantered in a Simlish-adjacent style of speech that was made especially for the game. “We have a language for inZOI, for the Zois,” Kim says. “We have a language for Dowon, and then we have Bliss Bay, which is based on America, and we need language for that. But the problem is, if you use English or Korean, you need to get voiceovers and actors.” they continued. “ And if you localise English to Korean, there might be a lot of difficulties, so that’s why we made our own language. It’s written in Korean, but the voice itself is just independent. It’s just a language that exists in inZOI.” Kim explains.

It’s a convincing package of interactions at first glance, even if the movement sometimes feels abrupt and goofy between activities. The physicality of a Zoi’s animations often makes up for this, though – I was enamoured by the way they took and cracked the viscous eggs into a bowl. As my Zoi meandered around the house, they took a few selfies before spending a lengthy amount of time on the toilet – perhaps that frittata was a mistake. Either way, it was time to take my Zoi on the road, so I left the apartment to see what was outside. In the open world, my Zoi could walk the length and breadth of the city with barely any barriers. I could also instantly tinker with the environment’s settings, turning my pristine and sunny landscape into a post-apocalyptic nightmare with a few clicks. Even with the occasional bout of texture pop-in, I was thoroughly impressed by how free I was to mould Dowon and torment the people of my world – and how intuitive it felt to do so.

To balance out the complete freedom you’re given, friction in inZOI stems from the Karma system, which tallies your Zoi’s actions and punishes them when they do bad things. Performing a social faux pas like littering or theft could cause your social standing to drop, with other Zois starting rumours about your misdeeds. I also ‘secretly farted’ in the kitchen next to my imaginary husband, which almost definitely made an impact, too. Much of inZOI feels borderless and determined to get out of your way, so I was pleased to see explicit boundaries to consider, even if the specifics of these systems were still a mystery to me.

I could also instantly tinker with the environment’s settings, turning my pristine and sunny landscape into a post-apocalyptic nightmare with a few clicks.

With my time running out, I took a minute to try the build mode, filling my Zoi’s space with indiscriminate assets. Cycling through a collection of menus, I could easily shift the position of doors, build new walls, and add premade furniture. You can also modify the open-world environment in a similar fashion. “Right now, our Build Mode isn’t complete—it’s only 80% complete—but our rendering is pretty good,” says Kim. “I have big ambitions for Build Mode. I want the player to be able to build high-rise buildings with dozens of floors.” they continued. “Maybe later, we’re going to add the ability to edit terrain.”

You can tweak almost every detail of a piece of furniture, too, from the wood type to how glossy you want it to be, or, if you wish, upload one of the aforementioned custom textures instead. It feels like an excellent foundation for criteria-based building challenges, and I’d love to try outfitting a low-budget or tiny-square-foot home with the available mechanics. Going forward, Kim told me that the team would observe what players were doing with the tools and try to nurture that however possible. “We have Unreal Editor that you can download from the shop, and you’re going to be able to mod using that,” Kim said. “And we’re not going to insert ourselves in any way.”

Kim is also thinking hard about the contentious topic of DLCs and add-on packs and how Krafton will support inZOI. “I think we might have to release DLCs, but we want to be careful around that,” Kim says. “I bought a lot of add-ons [for The Sims], but when you make DLCs, what’s important is that when you buy it, you need to feel that it’s really worth it. You want to feel that it’s a cool addition to your game.”

But before we think about the future, we need to focus on the experience of playing inZOI right now. The game’s world is extremely beautiful but somewhat empty in motion, permeated by a lack of grounding lore. It can sometimes feel like a playable version of a high-end real estate render or a picture-perfect Pinterest board. It does paw towards a playful narrative with its cat mascot and AR company framework. Still, it doesn’t transfer that same magical realist charm to its more minor interactions to imbue them with a sense of meaning or humour. But we’re still a while off the full game, and I’m hopeful it can carve out a chaotic corner for itself in this ever-fascinating and difficult genre, a space ripe for innovation which inZOI plans to evolve.

Ascendant Studios’ Fate Uncertain as Immortals of Aveum Devs Form New Studio

A group of around 20 developers formerly of Ascendant Studios, including its former CEO, have joined Dan Houser’s Absurd Ventures to form a new studio in San Rafael, California: Absurd Marin.

In a press release today, Absurd Ventures announced its new studio would be led by Ascendant Studios founder and former game director on Immortals of Aveum Bret Robbins. The team will work on a “story-driven action-adventure” game that will be separate from Absurd Ventures’ other projects, which collectively take place in the A Better Paradise universe.

Absurd’s addition of around 20 Ascendant employees comes after Ascendant was hit with dramatic layoffs last fall, following the launch of Immortals of Aveum. Nearly half the studio was let go, around 40 people total, due to poor sales of Immortals of Aveum. At the time, the cuts were said to have been necessary to keep the studio open. However, earlier this year, reports circulated that nearly all of the remaining staff at Ascendant had been furloughed as well, just months after Robbins told GamesIndustry.biz that the “story of Immortals isn’t written yet.”

It is unclear whether or not Ascendant Studios still exists now that its CEO and most of its employees have seemingly moved on. The studio and game’s official X/Twitter account’s last post was on August 13. IGN has reached out to Ascendant Studios for comment.

Absurd Ventures was founded by Rockstar co-founder and GTA writer Dan Houser after he left Rockstar back in 2020, working alongside radio host and former GTA writer and producer Lazlow Jones. We spoke to Jones back in August about the venture, including his exit from Rockstar, his partnership with Houser, and how A Better Paradise will explore themes of artificial intelligence and addiction.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Suda51 Says Everyone Pays ‘Too Much Attention’ to Metacritic Scores and Forces Games Into a ‘Formula’

No More Heroes developer Goichi Suda, aka Suda51, believes the gaming community “cares too much” about review scores on sites like Metacritic.

The Grasshopper Manufacture CEO opened up about his grievances during an interview GamesIndustry.biz conducted with him and Resident Evil creator Shinji Mikami. Suda explains he’s concerned that game creation is becoming formulaic as a result of desires to reach higher scores, adding that many companies might not be interested in projects that don’t fit in with that formula.

“Everybody pays too much attention to and cares too much about Metacritic scores,” he said. “It’s gotten to the point where there’s almost a set formula – if you want to get a high Metacritic score, this is how you make the game.”

Suda continued: “If you’ve got a game that doesn’t fit into that formula, that marketability scope, it loses points on Metacritic. The bigger companies might not want to deal with that kind of thing. That might not be the main reason, but that’s certainly one reason why. Everyone cares too much about the numbers.”

Suda clarifies that, first and foremost, what matters is creating games that the team wants to release and the fans they make them for. While he tries not to care much about Metacritic numbers himself, he occasionally falls into the trap of checking scores for some Grasshopper projects. Suda references moments when outlets have “given us zero,” saying they are specifically bothersome.

“That makes me feel shitty — why go that far and give us zero?” he said with a laugh. “But apart from that I try to avoid Metacritic.”

Mikami says unique gaming experiences are still there to be found for those looking for them. However, he feels it’s the big-budget games that receive the most marketing support.

“The kind of games that get the most marketing support are the ones that need to appeal to as broad an audience as possible,” he said. “More unique games don’t really have the same marketability.”

In other Grasshopper news, the developer announced in October 2021 that it had been acquired by NetEase Games. At the time, Suda promised that the move would allow the team to deliver “even more powerful and creative titles” to their fans. It released No More Heroes 3 for Nintendo Switch that same year. More recently, Grasshopper launched a remaster titled Lollipop Chainsaw RePop just yesterday for PC, Nintendo Switch, PlayStation 5, and Xbox Series X | S. As it looks to the future, fans will be happy to know that Suda and Mikami have expressed interest in continuing the Killer7 series in some form.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Enotria: The Last Song Review

Enotria: The Last Song is quite like most games inspired by From Software-style action RPGs. You patiently adventure through dungeons, put weapons of various shapes and sizes into monsters, and try not to die terribly in the process. It’s all pretty familiar by now, but all the other stuff around that core is where developer Jyamma Games really tries to spice up this recipe. The ideas that work, like taking the setting out of dank caves and swampy bogs into the shimmering light of sunny mountainsides and colorful cities, really work. The things that don’t, like the overwhelming amount of unintuitive things to unlock and equip and the janky performance issues, keep Entoria’s name from gracing the growing list of games that become more than just another soulslike.

The most striking way Enotria escapes the dark and gloomy shadow of the big games it’s inspired by is its livelier setting and art direction. Where most soulslikes are dedicated to the dank caves and dungeons that are staples of the genre, Enotria gets the sun involved in a big way, beyond simply praising it. Striking skies, rolling fields of golden sunflowers, and clean, sandy shores are front and center. Even places where things go bump in the night still have bold colors and radical environmental aspects like huge, twisting trees. Similarly, many enemy and NPC character designs are covered in little details that make them pop, even when the textures can sometimes feel flat.

This more vibrant world is suffering from a dark corruption that has trapped everyone in it in a constant state of monotony and repetition. There’s lots of metaphor to stage plays and everyone playing a role like an actor, especially early on, but I found my interest waned in the plot as I progressed. Individual interactions with some characters can be interesting, but in true soulslike fashion, much of this story is hidden in mystery, and I was not all too keen to unravel this one.

Each area is filled with enemies that vary greatly from each other, but within each region they can get pretty repetitive over time. That doesn’t mean they can’t be dangerous the whole way through, but I saw most of what I could expect from a given region pretty early into it, and it takes about five or so hours to get through one.

A region’s enemies can get repetitive, but I did enjoy most bosses.

I did enjoy most of the bosses I encountered, the best of them providing unique challenges that broke up the dungeon skulking. They aren’t all hits, though: Sometimes I fought cool stuff like a big, gnarly hermit crab or a golden conquistador who could moonlight as a Final Fantasy dragoon, while other times I fought the same knight with the same sword combos but different colored armor on four separate occasions.

It all gets slightly undermined by some inconsistent performance, too. Even my reliable combo of an Intel Core i9-9000 processor and an RTX 3070 GPU struggled to keep the frame rate smooth, usually when entering new zones or fighting outside in very sunny spots. It was always a bummer to see such pretty spaces chug so dramatically, regardless of the combination of settings I tried.

Even so, there’s a lot of worthwhile exploration to do in each of Enotria’s three zones. Areas like the eerie yet bustling city of Quintia are dense with lots of branching paths that lead to loot or shortcuts. Occasionally, these shortcuts can help you bypass whole sections of a castle or crypt, but very few turn out to be paths to whole new locations. There were plenty of nooks and crannies to despite the relative linearity of each zone , but there were some gimmicks that seemed like they would be a bigger deal early on that showed up very scarcely after, like white glyphs that can be activated to make temporary platforms and structures to open up new locations.

Much more common are the red glyphs all over the world that unleash combat challenges which range from pushovers to absolute menaces – I was happy to see they were optional after I went knocking on their door and got knocked on my ass. It was sort of strange and jarring, then, when I would stumble into rooms that also included bosses that I would later learn were not necessary to beat just lingering around without that same kind of action to opt in, so to speak. It’s like Enotria identified surprise bosses as a problem with soulslikes and made red glyphs to address that, and then in the same game shunned their own solution. It’s not a huge issue – this kind of pushback is par for the course in these games – but it’s a head-scratching moment of inconsistency.

Finding new enemies to beat up is always a good experience.

I’m willing to forgive things like that because combat is pretty strong, so finding new enemies to beat up is always a good experience (framerate issues notwithstanding). Anyone familiar with these sorts of games will be at home with the basic light and heavy attacks being governed by stamina. There is no blocking, and parrying doesn’t stun enemies outright, instead building up a gauge that eventually opens bad guys up for big attacks. Entoria’s parry window is more forgiving than in games like Lies of P, which similarly wraps its defensive strategy around counters, and therefore it felt way more approachable in the early game. Around midway in to this 30ish hour campaign, expect to get that deflect button tested regularly by enemies with longer attack strings, or encounters with multiple baddies at once. I liked the gradual easing into this kind of challenge, but sometimes I felt like the claustrophobic camera and the lock-on with a mind of its own felt like they were working for the enemies.

The risk/reward of the parry system extends to the four status ailments you can afflict on enemies (or be afflicted by), each having a dual set of conditions that help and harm. Causing dizziness on opponents reduces their defenses, but also makes them stronger and lets them recover stamina more quickly. Sick is your standard poison that does damage over time, but if you get too close to a sick enemy you can get sick yourself. It does sometimes feel counterintuitive or regressive on some bosses especially; using the fatuo element against enemies weak to it will do more damage – but it will also put the wicked status on them, which makes all of their elemental power way more destructive. Overall, though, I think the ailment system does encourage staying vigilant even when you have the advantage.

The four status ailments each have dual conditions that help and harm.

On the other hand, Entoria’s seven weapon types aren’t all as distinct from one another, mechanically. Ultra greatswords and colossal hammers are technically different on paper, but in practice I found no need to dedicate my two weapon slots to both of these where one big stick would do. There are around 120 weapons across all of these types, and while I didn’t find nearly as many as that, the ones I did find covered just about every base possible when it came to the four types of elemental damage they could do, those corresponding status ailments, and how they scale with your stats. Interestingly, different weapons can hide some additional abilities that are only be activated when using the right light/heavy combos. I didn’t spend too much time testing which ones do what, but more than once the decision to choose between two similar weapons with similar traits came down to the fact that one of them did extra elemental damage when I hit the right button and the other didn’t, and I enjoyed having that opportunity.

As far as building your character goes, masks are as close to classes as Enotria gets. Besides changing your look, they offer passive bonuses like doing more damage with heavy attacks or increasing stamina and defense. To get an effective build going, you need to use their boons as a baseline and layer on additional modifications in the form of roles and perks. The former are aspects of enemies you defeat that alter your stats in positive and negative ways, while also giving you more passive bonuses; I beat up a big crab and its aspect raised three of my stats but lowered two others while also raising my health by a percentage. On top of that, perks can add even more passive quirks to all of the attacks, dodges, parries, and abilities you’ll use.

Mixing and matching mask lines – Enotria’s version of offensive and defensive skills and spells – can be fun. Most of them are pretty impactful, even if the only real difference between many of them is the special elemental or status effects they cause. They must be charged up by hitting enemies before they can be employed, meaning they can’t be used to get you out of binds reactionarily. This isn’t so bad when adventuring through dungeons because you’ll have plenty of opportunities to hit things and fill up your meters. The problem appears when you pull up to a boss fight, which empties your meters fully before you start, meaning you have to work up to these powerful attacks from scratch against the tough challenges where you’d likely need them the most. I can understand why the designers would want to level the playing field, but it always felt needlessly punitive and I’d have liked to have been able to take advantage of preparing for a fight in that way. Mask line gauges also drain every time you rest at a bonfire, which felt more annoying than bad.

This is a lot of character tweaking to do, and perhaps too much for all but the most dedicated build hounds. I enjoy that myself, but what’s irritating is that none of the impacts of this lasagna of layered RPG systems are well communicated before testing things live against enemies. A list of all the bonuses being applied by everything in my loadout would have done wonders for measuring my build’s potential while still in the menu screen, for example. Charging speeds for lines are in Italian, which isn’t an issue for me and Google translate’s powers combined, but when “presto” and “vivace” both mean fast, theres no telling which one is faster without just figuring it out on the fly. Being able to set up three separate loadouts, each with their own masks, weapons, lines, perks, etc, that you can switch through on the fly means you can be ready for anything, but after settling on two builds I liked, I almost never made use of the third. In fact, I didn’t have to interact much with any of these systems after finding a good build early, which both highlights how ineffective it is at creating diverse play styles naturally, and how strong the combat is without all of that noise.

Warhammer 40,000: Space Marine 2 Fans Have a Good Idea Which Enemy Faction They’ll Fight in Space Marine 3

With Warhammer 40,000: Space Marine 2 now over a week old, players have completed its campaign and started to get to grips with the co-op Operations mode and the PvP mode, Eternal War. But already fans are speculating about which enemy faction they’ll go up against in the seemingly inevitable Space Marine 3 — and based on hints in the game, there can be only one pick.

Warning! Spoilers for Warhammer 40,000: Space Marine 2 follow.

Space Marine 2 sees Titus of the Ultramarines go up against the Tyranids and the Thousand Suns Traitor Legion in a campaign that ends up with a massive battle against a demon army and even a trip to the warp. With the aid of Ultramarines Chapter Master Marneus Calgar, Titus successfully fends off both enemy factions before he’s sent on a mysterious mission that teases the continuation of the story in another sequel.

This sequel — let’s go with Space Marine 3 given Space Marine 2’s breakout success suggests developer Saber Interactive will indeed make more games in the series — looks certain to feature the Necrons, Warhammer 40,000’s deathless skeletal robot xenos. Why do fans believe the Necrons are next, after Space Marine 1’s Orks and Space Marine 2’s Tyranids and Thousand Sons? There are clear hints that the Necrons are coming buried within Space Marine 2 itself.

To set the stage, one mission that takes Titus and co deep within the bowels of an alien planet shows ancient and mysterious wall markings that are a clear nod to the Necrons.

Posts from the spacemarine
community on Reddit

There’s even a dataslate (Space Marine 2’s audio logs) that reveals Necron constructs have been killing Techpriests. You can see these constructs lying about the place (the one below looks like a Canoptek Tomb Stalker to me).

This hint is part of the third act of the campaign, which sees Titus head to a Necron Tomb World packed with Necron buildings and technology. Some players even suspected the xenos would make a surprise appearance as a third enemy faction in the campaign, given the nature of the mission.

Indeed, it turns out that the Space Marine 2 story sort of revolves around the Necrons. The Techpriest who goes off the rails is trying to use an ancient Necron artifact to nullify the influence of Chaos by closing off the warp, the hell dimension from which Chaos spews forth. At least that’s what the Techpriest thinks the artifact does (it doesn’t, then it does).

Assuming the Necrons do turn up at some point, they’ll probably be very angry indeed. As a faction they have a collective ‘got up on the wrong side of the bed’ attitude, given they’re waking up from a 60 million year-long slumber beneath the Imperium’s feet. They’ll probably have something to say about the Adeptus Mechanicus banging on their door during the Space Marine 2 campaign, that’s for sure.

As for Ttitus, he’ll no doubt be drafted in to save the day once again, fighting Necrons as well as the forces of Chaos with the sort of enthusiasm we’ve come to know and love, but with Chaplain Leandros keeping a close eye on proceedings just in case there’s a whiff of corruption. Honestly, give poor Titus a break, won’t you? Perhaps we’ll get Ultramarines Primarch Robute Guilliman himself to have a word.

For Warhammer 40,000 fans, it’s all very exciting, but alas we’ll have to wait for a story expansion or Space Marine 3 to find out what happens next. Space Marine 2 has enjoyed over two million players, and according to its developers, has sold faster than any Doom game. It’s already the most-played Warhammer 40,000 game of all time by Steam concurrents, and could grow further when DLC finally kicks in.

We’ve got plenty more Space Marine 2 coverage, including details on its post-launch roadmap, the upcoming addition of class matching for co-op after players found themselves locked in a class standoff ahead of Operations mode missions, and a report on those creepy flying babies you keep seeing on the Battle Barge.

IGN’s Space Marine 2 review returned an 8/10. We said: “Warhammer 40,000: Space Marine 2 may not break the third-person shooter mold, but it looks amazing, makes good use of its Warhammer lore, and has brutal combat that just feels great.”

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.

World of Warcraft Union Hits Out at ‘Heartless’ Microsoft Gaming Layoffs

The Communication Workers of America (CWA) has heavily criticized Microsoft’s announcement of a further 650 layoffs from its gaming business, with one union formed to represent Activision Blizzard’s World of Warcraft team calling the cuts “heartless.”

Yesterday, September 12, Xbox chief Phil Spencer sent a memo to staff, obtained by IGN, outlining plans to let 650 staff go, mostly from Activision Blizzard’s corporate and supporting functions, while confirming no games or devices were canceled and no studios were being closed.

However, two Activision Blizzard development teams were also hit: Activision’s Call of Duty Warzone Mobile team, and Blizzard’s Warcraft Rumble team.

These latest layoffs mean Microsoft has cut an eye-watering 2,550 staff from its gaming business since acquiring Activision Blizzard for $69 billion in 2023. In his memo, Spencer made it clear that the cuts were related to the acquisition.

In response, the CWA issued a statement hitting out at Microsoft’s plans. “Microsoft’s decision to lay off 650 video game workers is an extremely disappointing move from one of the world’s largest and most profitable corporations,” the CWA said. “This news comes just after Sony Interactive Entertainment subsidiary Bungie announced 220 layoffs in late July. While none of those who are losing their jobs are represented by CWA, we understand how devastating layoffs are to the workers and their families.”

While we would hope that a company like Microsoft with $88 billion in profits last year could achieve ‘long term success’ without destroying the livelihoods of 650 of our colleagues, heartless layoffs like these have become all too common.

The CWA also included a statement from Samuel Cooper, senior producer at World of Warcraft and member of the World of Warcraft Game Makers Guild. WoWGG was formed as part of the CWA in July after the developers behind World of Warcraft, one of the world’s biggest and longest-running MMORPGs, officially unionized. It is Blizzard’s first ever “wall-to-wall” union, encompassing the entirety of a game development team instead of just one division, like QA. WoWGG is officially recognized under Microsoft’s labor neutrality agreement and certified by an independent arbitrator.

“Every worker deserves a voice on the job and a say over the impact of job cuts,” Cooper said. “While we would hope that a company like Microsoft with $88 billion in profits last year could achieve ‘long term success’ without destroying the livelihoods of 650 of our colleagues, heartless layoffs like these have become all too common. We stand in solidarity with everyone who lost their job today and encourage all video game workers to join with us and form unions so we can protect each other.”

Speaking in August, Spencer said the pressure is now on Xbox to deliver following Microsoft’s acquisition of Activision Blizzard. “And we run a business,” Spencer said. “It’s definitely true inside of Microsoft the bar is high for us in terms of the delivery we have to give back to the company. Because we get a level of support from the company that’s just amazing and what we’re able to go do.”

The CWA also pointed to recent and controversial comments from former Sony Computer Entertainment Europe President Chris Deering, who said laid off game workers should “go to the beach for a year” or “drive an Uber.”

Those comments, the CWA said, “shows how insulated many executives are from the impact of their decisions on their workers.”

The past two years have seen over 20,000 video game industry layoffs as big companies including Microsoft, Sony, and the embattled Embracer Group have not just cut jobs but shut down entire studios.

Microsoft closed Redfall developer Arkane Austin alongside Hi-Fi Rush and Ghostwire Tokyo developer Tango Gameworks in May 2024 in a move met with shock and anger by industry peers and fans.

Meanwhile, Embracer Group shut down Saints Row developer Volition in 2023, among others. Chinese video game company NetEase also reportedly laid off most staff at Visions of Mana developer Ouka Studios with plans to shut it down altogether.

Amid these drastic cuts has been a corresponding emergence of unions representing the video game industry. In July, Skyrim and Fallout developer Bethesda Game Studios became the first Microsoft developer to fully unionize under CWA.

Photo credit: CFOTO/Future Publishing via Getty Images.

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.

IGN UK Podcast 765: PS5 Pros and Biscuit Pockets

Cardy, Matt, and Emma are here to discuss Sony’s unveiling of the PS5 Pro and whether it’s worth the high price that’s been set. Then they chat about their time with the Call of Duty: Black Ops 6 multiplayer beta, as well as thoughts on new movies Beetlejuice Beetlejuice and Rebel Ridge. There’s also plenty (probably too much) chat about biscuits and the best way to consume them.

Remember to send us your thoughts about all the new games, TV shows, and films you’re enjoying or looking forward to: ign_ukfeedback@ign.com.

IGN UK Podcast 765: PS5 Pros and Biscuit Pockets

Metro Dev 4A Games to Remain With Embracer After Space Marine 2 Dev Saber Decides Against Buying the Studio

4A Games, the developer of the Metro series, is set to remain within Embracer Group after Warhammer 40,000: Space Marine 2 developer Saber Interactive declined to exercise its option to buy the studio.

When Saber spun out of Embracer via Beacon Interactive, a company controlled by Saber co-founder Matthew Karch, it had the option of bringing 4A Games along with it. That is no longer happening, Embracer announced. Now 4A Games, as well as Zen Studios, the Hungarian studio responsible for Pinball FX and Zen Pinball, will remain at Embracer.

In a statement, Embracer’s controversial co-founder and CEO Lars Wingefors said: “We are satisfied with the conclusion of this transaction and very glad to see the great teams and assets of 4A Games and Zen Studios remain within Embracer. They will be important building blocks in our continued journey.”

So, what’s 4A Games working on these days? It has VR spin-off Metro Awakening due out later this year on PSVR2, PC VR, and Meta Quest, as well as the next mainline Metro game, confirmed to be in the works but yet to be revealed. There’s another unannounced triple-A game in development at 4A Games, too, Wingefors teased.

As for Embracer, it’s coming out of a period of devastating cuts and studio closures that has seen thousands of staff lose their jobs. It also sold various parts of its business in a bid to improve its cash flow, with Borderlands maker Gearbox joining Take-Two, and the aforementioned Saber Interactive going it alone.

Despite this, Embracer retains control of over 900 franchises, and owns the likes of THQ Nordic, Plaion, Coffee Stain, and Tomb Raider developer Crystal Dynamics. Embracer, which also owns the rights to The Lord of the rings, has an incredible 103 internal game development studios, with more than 10,000 employees in more than 40 countries.

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.

Palworld Dev Mulls Going Free-to-Play Live Service or Sticking With Pay-to-Play as PS5 TGS Rumors Swirl

The developer of Palworld has revealed a conundrum it faces as it looks to the future: take the game free-to-play and live service, or stick with its current pay-to-play model.

Palworld is the phenomenally successful multiplayer survival crafting game that’s been dubbed ‘Pokemon with guns’ for its inclusion of creatures called Pals. It launched on Steam priced $30 and straight into Game Pass on Xbox and PC earlier this year, breaking sales and concurrent player number records in the process. Japanese developer Pocketpair has said the game was so popular, it couldn’t handle the massive profits the game generated.

While player numbers have declined somewhat since Palworld’s explosive launch, it remains one of the most-played games on Steam (Microsoft does not make Windows PC and Xbox player numbers public), sitting comfortably in the top 100. But for Pocketpair CEO Takuro Mizobe, thoughts are now turning to the future, and whether to make Palworld free-to-play and embrace the live service model so many other games have adopted.

In an interview with ASCII Japan, translated by Automaton, Mizobe said Pocketpair needs to make a decision between the two business models.

“When you think about it from a business perspective, making (Palworld) a live-service game would extend its lifespan and make it more stable in terms of profitability,” Mizobe said. “However, the game was not initially designed with that approach in mind, so there would be many challenges involved in taking it down the live-service path.”

One of those challenges would be turning Palworld from a pay-to-play game into a free-to-play game, which would in turn crank up the monetization. “It is common for live-service games to be F2P with paid elements such as skins and battle passes, but Palworld is a B2P game, so it’s difficult to turn it into a live-service game from the ground up,” Mizobe explained.

While there are examples of games that have successfully made the switch from premium to free (Fall Guys and PUBG are two), doing so requires a great deal of effort and much risk. “Both (games) took several years to make the shift,” Mizobe added. “While I understand that the live-service model is good for business, it’s not that easy.”

It sounds like a decision has yet to be made, and Pocketpair is keenly aware of a potential backlash from players who have already paid $30 to play Palworld. But it’s worth keeping in mind that Palworld launched in early access form just over half a year ago, so it’s early days yet.

Still, Pocketpair acted swiftly to capitalize on Palworld’s breakout success, signing a deal with Sony to form a new business called Palworld Entertainment that’s tasked with expanding the IP.

This is not a publishing deal for Palworld the video game, or an acquisition by Sony, rather an attempt to make the most of the game’s huge popularity with non-video game products, such as merchandise and music. The newly formed business, headed up by Pocketpair CEO Takuro Mizobe, is responsible for global licensing and merchandising activities associated with Palworld.

Speaking of Sony, Palworld is heavily rumored to be set for a PlayStation launch announcement at this month’s Tokyo Game Show, after the game popped up on a schedule. Pocketpair had teased a PlayStation release back in June, so this would come as little surprise. TGS runs from September 26 to 29.

While Palworld is one of the biggest game launches ever, it’s also one of the most controversial. Pocketpair has said its staff has received death threats amid Pokémon “rip-off” claims, which it has denied. Soon after launch, Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

If you’re playing, be sure to check out IGN’s interactive Palworld map, or how you can create a dedicated Palworld server with your friends.

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.

Microsoft Layoffs Hit Call of Duty Warzone Mobile, Which ‘Didn’t Hit as Big as Hoped’

Microsoft’s shock gaming layoffs have reportedly hit the Activision Blizzard teams behind mobile games Call of Duty Warzone Mobile and Warcraft Rumble.

Yesterday, Xbox boss Phil Spencer sent a memo to staff, verified by IGN, that outlined a further 650 layoffs at Microsoft’s gaming business. These layoffs follow the 1,900 made earlier this year, and bring the total up to an eye-watering 2,550 since Microsoft’s $69 billion acquisition of Activision Blizzard last year.

While Spencer insisted no games were canceled or studios closed this time, Game File reports that Activision Blizzard’s development teams for Call of Duty Warzone Mobile and Warcraft Rumble were hit.

Call of Duty Warzone Mobile launched in March on iOS and Android as a Warzone-specific Call of Duty mobile experience that offers battle royale for up to 120 players, as well as cross-progression with the PC and console Warzone, Modern Warfare 2 and 3, and the upcoming Black Ops 6. IGN’s Call of Duty Warzone Mobile review returned an 8/10. We said: “Call of Duty: Warzone Mobile includes all the best elements of Warzone, while speeding up and streamlining matches and using cross-progression to make this a meaningful extension of the traditional experience.”

Activision’s hope was that Warzone Mobile would make a splash in the competitive mobile shooter market, where the hugely successful Call of Duty Mobile, developed by Tencent-owned TiMi Studio Group, is already established. With Call of Duty Mobile, which has seen 650 million downloads since launch, revenue is shared between Activision and Tencent. Call of Duty Warzone Mobile, on the other hand, is developed entirely in-house at Activision, and so the company gets a bigger slice of the money pie every time a player drops cash on a battle pass or a cosmetic.

It sounds like Call of Duty Warzone Mobile hasn’t met Activision’s expectations, however. Game File’s Stephen Totilo said that Warzone Mobile “didn’t hit as big as hoped,” and that while it will remain online, its team “is being scaled down.”

Spencer referenced Warzone Mobile’s struggle in his memo, without namechecking the game itself: “Separately, as part of running the business, there are some impacts to other teams as they adapt to shifting priorities and manage the lifecycle and performance of games.”

Similarly, Blizzard’s Warcraft Rumble team is affected by the layoffs. Warcraft Rumble launched as a free-to-play mobile tower defense game in 2023 across iOS and Android and while it started strong, interest appears to have tailed off. Warcraft Rumble is now moving from launch to post-launch live ops, but will remain online.

Activision Blizzard’s recent mobile struggles call into question Microsoft’s acquisition of the company itself, given Spencer has made no secret that the decision to buy the company was in part motivated by Xbox’s lofty mobile ambitions (Activision Blizzard owns King, the maker of phenomenally popular mobile game Candy Crush). Indeed, Microsoft plans to launch an app store of its own, taking on Apple and Google in the lucrative mobile game space.

Xbox hardware sales were way down again in Microsoft’s Q4, the latest financial quarter we have figures for, while gaming content sales skyrocketed again thanks to Activision Blizzard. Gaming revenue overall appears to be doing more than fine in terms of year-on-year comparisons, even setting quarterly records, but this was largely due to the boost offered by Activision Blizzard (it wasn’t there to make money for the company last year, now it is, so the numbers have gone up).

Gaming revenue was up 44% year-over-year, but with 48 points of net impact from the acquisition, which indicates that Xbox’s not-Activision Blizzard-related business isn’t doing as well as it was last year. Xbox content and services revenue fared better, up 61% year-over-year, with 58 points of net impact from the acquisition.

Overall, Microsoft’s More Personal Computing division (which includes Xbox as well as other segments such as Windows) brought in $15.9 billion in revenue, up 14% year-over-year, during Q4.

Separately, as part of running the business, there are some impacts to other teams as they adapt to shifting priorities and manage the lifecycle and performance of games.

Speaking in August, Spencer said that Xbox’s controversial multiplatform push is in part about bringing in more money to Microsoft’s gaming business — with the pressure now on to deliver following Microsoft’s acquisition of Call of Duty maker Activision Blizzard.

“And we run a business,” Spencer said. “It’s definitely true inside of Microsoft the bar is high for us in terms of the delivery we have to give back to the company. Because we get a level of support from the company that’s just amazing and what we’re able to go do.

“So I look at this, how can we make our games as strong as possible? Our platform continues to grow, on console, on PC, and on cloud. It’s just going to be a strategy that works for us.”

Microsoft is set to launch Activision’s Call of Duty: Black Ops 6 in October as the first mainline Call of Duty game to hit its Game Pass subscription service day-one. It is heavily rumored to be preparing an Xbox handheld for release, and has announced plans to release next-gen Xbox consoles. Indiana Jones and the Great Circle launches on PC and Xbox this December, with a PS5 release set to follow soon after.

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.