Zombie Derby: Pixel Survival Now Available on Xbox

Summary

  • Zombie Derby: Pixel Survival is now available to purchase on Xbox and Windows
  • Survive a post-apocalyptic world by driving through hordes of zombies
  • The game also features a garage where players can purchase upgrades and more powerful vehicles

The latest part in the Zombie Derby series, Zombie Derby: Pixel Survival, is now available on Xbox Series X|S, Xbox One, and Windows!

This is our first release of the game for Xbox. We approached it with great responsibility and were able to achieve stable gameplay at 4k and 120 fps on Xbox Series X|S, as well as implement various achievements and convenient gamepad controls.

The game combines simple controls with fun gameplay. The player has the ability to press the gas, shoot zombies, turn nitro to the maximum, and adjust the flight angle.

screenshot

The player is invited to get behind the wheel of one of the available vehicles and go on a track full of various obstacles and a huge number of walking dead. While driving, the player must overcome hilly sections of tracks and crush the infected. The available transport includes cars and trucks, an armored personnel carrier, a school bus, and even a combine harvester. The distance the car travels depends on the driver’s decisions. The player has a machine gun with a limited amount of ammo, so it is important to save ammo and shoot only the most dangerous obstacles. There is a similar situation with nitro – the roads often have precipices and mined areas that can only be passed by using acceleration, so it is always necessary to have a small supply of nitro. In addition, the characteristics of the car itself are important.

The garage opens up another side of the game. To overcome all obstacles and get to the finish line, it is not enough to have the maximum life indicator. The road is set with traps that can be overcome with various abilities of your car. It is necessary to wisely install upgrades or purchase more powerful vehicles.

upgrades

In addition to the single-player campaign, Zombie Derby: Pixel Survival also features a multiplayer mode where players can compete against each other in real-time races. The multiplayer mode features leaderboards and rankings, allowing players to compete for the top spot.

 Zombie Derby: Pixel Survival appeals to anyone who wants to relax their brains for a while, and enjoy pleasant gameplay, and beautiful pixel graphics. But don’t relax until the end, because there are zombies everywhere!

Get in the driver’s seat and step on the pedal!

Xbox Live

Zombie Derby: Pixel Survival

Brinemedia


1


$4.99

$4.24

Get into the driver’s seat and put the pedal to the metal! The next part in the legendary Zombie Derby series is already here!

Smash your way through hordes of zombies and countless obstacles in a rip-roaring racing arcade. Experience the zombie apocalypse like you’ve never seen it before. Eradicating zombies has never been so colorful, exciting, and engaging before.

Don’t let any zombies snack on your brain!

Related:
Play the Roguelike Board Game, Repel the Enemy and Defend the Rook on March 16th
Tiny Troopers: Global Ops Deploys Today on Xbox Series X|S and Xbox One
The Skull Merchant Comes to Dead by Daylight: A Beginner’s Guide

Call of Duty: Modern Warfare II and Warzone 2.0 Season 02 Reloaded arrives March 15

Season 02 Reloaded launches on March 15 for Call of Duty: Modern Warfare II and Call of Duty: Warzone 2.0. The midseason update continues the epic action from the start of the season with the introduction of Special Ops Raid Episode 02, the Himmelmatt Expo 6v6 Multiplayer map, new Camo Challenges, a new free functional weapon, and more across both games.

Raid Episode 02, Himmelmatt Expo, more Party modes

Test your skills in a new cooperative Raid, explore an idyllic winter retreat at Himmelmat, and let loose with new Multiplayer party modes.

Atomgrad Raid Episode 02: Team up with two other players and take on the roles of Captain Price, Farah, and Gaz as they embark on a new mission to identify and acquire a deadly warhead. The Operators must navigate through deadly traps and increasing enemy resistance as they ascend through the missile silo.

As part of the midseason update, anyone who owns Modern Warfare® II will be able to access Raids; Raid Assignments are no longer required for access. Players who successfully complete Episode 02 can take on the Veteran version of the Raid, offering additional rewards for tackling the mission against greater odds.

Himmelmatt Expo (6v6): Deploy to the Himmelmatt Expo, a new Core Multiplayer map set on a European mountainside. Battle in the main event center and skirmish through the snow-covered streets surrounding the luxurious amenities of this winter retreat. Look for Himmelmatt Expo in the Quick Play rotation and featured Playlists throughout Season 02 Reloaded.

Get your winter jacket and prepare to deploy to this idyllic company retreat nestled in the Swiss Alps. However, attendees for the upcoming Oil & Gas Summit 2023 will have to delay their arrival as combat breaks out on the site between SpecGru and KorTac forces.

Himmelmatt Expo consists of four major areas:

Event Center: The Event Center occupies nearly half of the map, a huge building housing reception services, a Conference Room, the Lounge, and a Terrace. The structure is composed of two levels: the main floor that runs from the reception desks on either side of the building and through the Terrace, and the lower floor leading to the Conference Room.

Main Roads: Roads lead to the event center’s top and bottom entrances, with parked vehicles scattered throughout.  From the southern Roundabout, one can see over the Sauna and up toward the Restaurant, while Operators in the north Street enjoy a similar view over the Sauna and against enemies emerging from the Pool. Use the various trucks and vehicles here for cover as needed and be sure to race inside if you get notified of an incoming enemy streak.

Restaurant: While tiny compared to the event center, The Restaurant nonetheless occupies an important position on the map, with several game modes positioning their objective at or near the building.

Pool & Sauna: The Sauna offers a somewhat safer route when traveling outdoors, considering its position to the side of the map and the squat buildings providing solid cover. If you have to get through the Pool area, use your Tactical Sprint to get through fast; otherwise, you risk becoming a sitting duck on a cold winter day.

Himmelmatt Expo Spawns:

Spawning at the top of the map, SpecGru Operators can turn immediately into the North Hall or continue down the Roundabout toward the Pool, Restaurant, and Sauna.

KorTac forces spawn in on the southern tip of the map, facing the event center, where you’ll see its welcome messages in various languages. Operators have several options when starting the match here: Rush straight through the double-door entrances leading into the Lobby — from there, head to the Lounge, Terrace, or Conference Room —  take the double-door entrance leading into the Lounge, or stay outdoors, wrapping around the main building toward the Pool and Sauna.

On a larger map like Himmelmatt Expo, it’s important to get a feel for when you should move in and attack and when it’s best to defend your position. Move too aggressively, and you’ll be eliminated in transit; hang back too much, and you risk missing out on the action. The more you play the map, the sharper your instincts will become. For more tips and tricks, check out the deep dive in the Himmelmatt Expo Map Guide Blog.

Play new party modes

Following up on the rerelease of Infected, Gun Game, and Grind for Modern Warfare II, Season 02 Reloaded drops three more party modes from Call of Duty’s near two-decade history:

Drop Zone: Capture and hold the Drop Zone to earn points in this chaotic team-based mode. For every 15 seconds that the Drop Zone is occupied, a Care Package containing a Killstreak will be dropped in the vicinity. This makes rotating to the next Drop Zone a high priority so you can dig in and start earning those packages ASAP.

All or Nothing: Equipped only with Throwing Knives and a pistol with no ammo, each Operator must fight for themselves in a race to earn 20 eliminations. Earn additional Perks by eliminating enemies, starting with the Scavenger Perk to allow for ammo pickups.

One in the Chamber: Load into the match with a pistol, one bullet, and three lives. Each player fights for themselves, and a single shot to any part of the body earns the elimination, granting the attacker one more bullet for the next fight. Try not to miss.

Call of Duty: Warzone third anniversary celebration

To celebrate three years of Warzone, all players will receive free items through the in-game Store that are themed around the maps, seasons, and memories made since its surprise launch on March 10, 2020. These rewards include a free Weapon Blueprint, a Calling Card, and an Emblem. Check the in-game Store daily to claim your rewards throughout the season.

Path of the Ronin Event Camo Challenges

When the midseason update launches, the Path of the Ronin will shift from the Seven Virtues of Bushido to a new set of challenges tied to weapon camos. Complete a challenge to unlock a new camouflage — Winds of Ash — for every weapon in that category. Complete all ten challenges to earn another new camo for every weapon — Bowing Blossoms — as well as a golden Charm that represents your dedication to following the Path of the Ronin.

 New weapon

Season 02 Reloaded gives you more ways to deal with your enemies, whether you prefer going loud or striking swift and silent.

Tempus Torrent: This new Marksman Rifle offers impressive damage and a fast-firing mechanism, making it a great Primary Weapon choice when deploying to the new Himmelmatt Expo Multiplayer map or to Ashika Island. Unlock the Tempus Torrent by completing the in-game Weapon Challenge or by purchasing via Store Bundle

Watch for other Store Bundles arriving in the midseason, including the Tracer Pack: Padraig’s Pandemonium Bundle, Generation XRK, and Raid Bundle Season 02: Deepwater.

New Social Feature: Party Queuing

Among other technical updates across Modern Warfare and Warzone 2.0 that all developer studios are working on, there is one notable feature addition that makes it even easier to form parties with friends and competitive teammates

Party queuing allows players to automatically join a friend’s party once they are finished with their active match. Just like inviting friends to a party or channel, you can access party queuing via the in-game social menu.

After selecting the option to party queue, you will wait in the hanger bay pre-match lobby until that specific friend is done with their match, then automatically join their lobby for the next match. While queuing, you can use voice and text chat with those currently in a match, with all queued players appearing in the game channel member list for all players in said party.

Note that party queuing can cause the current squad to be ineligible to re-queue for a playlist if their new party size exceeds the match’s maximum party count (for example: getting a party of five from party queuing after finishing a Battle Royale Quads match). In those cases, you may need to switch to a game mode that can accommodate the new party size, or figure out how to get back to the game mode party size limit.

PlayStation exclusive reminder — Season 02 Combat Pack

Plus, don’t forget to grab your exclusive operator bundle. The Season 02 Combat Pack grants Hiro “Oni” Wantanabe an Operator Skin that suits the journey of those living the Samurai Code.

PlayStation® Plus subscribers will also receive the following: the “Oni Carver” SMG Blueprint, the “Oni Slasher” Assault Rifle Blueprint, the “Yoroi” Weapon Charm, the “Crimson Oni” Animated Calling Card, the “Golden Dragonfly” Weapon Sticker, and the “Grinning Oni” Emblem.

And be sure to jump into Season 02 Reloaded on PlayStation from March 16 10AM PT to March 17 10AM PT to take full advantage of the Sony exclusive Player 2XP!

Season 02 Reloaded launches March 15

For the best midseason experience, purchase Modern Warfare II on PlayStation today and get access to additional content across three modes, including the ability to unlock 14 exclusive Operators for use across both games. Modern Warfare II owners also get Premium XP while playing Call of Duty: Warzone 2.0, awarded at the end of every match.

Stay frosty.

The Ubisoft Union That Almost Was: The Untold Story of Longtail Studios

In 2008, a handful of frustrated developers at a tiny, Quebec-based Ubisoft subsidiary (of sorts) called Longtail Studios led a valiant, if doomed, unionization attempt that was well ahead of its time.

In recent years, unionization in the games industry has become a hot topic. Multiple games companies have unionized, either in part or as a whole, and the overall attitude toward unions industry-wide (as measured by the annual Game Developers Conference survey, at least), has slowly become more positive. This wave of interest in unions comes as a possible solution to growing concern about games industry working conditions, amid reports that multiple major AAA companies foster toxic work environments, crunch lasting weeks or even months, and hostile conditions for women and minorities. And while some major companies like Activision-Blizzard have been openly hostile toward such efforts, others, such as Microsoft, have been surprisingly permissive.

But it wasn’t always this way. IGN spoke to seven sources familiar with the story of Longtail Studios, six of whom were involved in some way with a unionization drive at the studio in 2008-2009. Despite their movement’s ultimate failure at the time, those we spoke to feel that Longtail’s story is worth telling, both as a clear example of why worker protections might be desirable in the games industry to begin with, as well as a testament to how far unionization in the space has come in a short amount of time.

Ubisoft declined to comment on this story.

Ubisoft, But Not Quite

Longtail Studios was founded in 2003 by Ubisoft co-founder Gérard Guillemot. It was initially based in New York City, but soon after spun up two satellite studios: one in Quebec, and later, another one in Prince Edward Island, which eventually moved to Halifax. For the first five years of its existence, Longtail was a tiny studio of less than 100 employees focused on early mobile and DS games such as Sprung, Heartbreakers, My Bridezilla, Hollywood Hustle, and TNA Wrestling. Later, it expanded into console games, beginning with Grey’s Anatomy: The Video Game in 2009 for the Nintendo Wii, and later still moving into Wii U development with ESPN Sports Connection and Rocksmith 2014.

Though not officially affiliated with Ubisoft, Guillemot’s Ubisoft funding and familial ties to Ubisoft CEO Yves Guillemot kept it close at hand to the much larger French studio. In many ways, Longtail was like a second Gameloft: founded by a Guillemot brother, largely funded and run by Ubisoft’s friends and business partners, and focused on the mobile market that Ubisoft proper had not yet gained a strong foothold in. Ubisoft officially published a number of Longtail-developed games, but the day-to-day ties went much further than that. Longtail’s Quebec production studio shared a building with Ubisoft Quebec, and sources tell me Ubisoft leads would often come and go from the Longtail office. The two companies even shared a Christmas party at least once. One source who worked there at the time described it as “Ubisoft with a different name.” Multiple sources recalled early pay stubs stemming from Ubisoft, not Longtail, before it eventually switched, and one source shared their original job offer letter with IGN, signed off on by “Estelle Jacquemard, Ubisoft Entertainment Inc. Quebec, Projet Longtail.”

“Between us, we would describe [the relationship between Ubisoft and Longtail] as ‘incestuous,’” one source recalls. “We were often reminded by management that Longtail and Ubisoft were two different companies. They would get angry if we referred to Longtail as Ubisoft and we were forbidden from saying we worked for Ubisoft. But, we were paid through Ubisoft in the beginning (I don’t remember when it stopped), we worked in the same building (different floors), shared some equipment, and the owner was one of the Guillemot brothers (Gérard). We also developed some games for them (Grey’s Anatomy and a few titles in the Imagine series).”

Sources who worked at Longtail during these early years recall an often-frustrating work environment. Decisions, they say, were largely made by creatives at Longtail’s New York office, who then expected Longtail Quebec – where most of the programmers, artists, and designers were based – to execute. They described little to no opportunity for upward mobility within the company, and very little training or guidance from more senior individuals – something that proved stressful for a studio largely composed of young, inexperienced developers just getting their start in the industry.

Many of the workers, multiple sources told me, weren’t trained to make the kinds of things New York was asking for, and these large, challenging, or even impossible asks often came on tight turnarounds, resulting in crunch and delays. Two sources recalled that as time went on, this relationship resulted in Longtail becoming fraught with infighting, with one programmer describing the environment as follows:

“Game designers were told that programmers were lazy and incompetent, so they shouldn’t listen to us when we said that what they asked was costly, time consuming, or sometimes even impossible on the hardware we were targeting,” they recall. “They were expected to push for what they wanted (or what their boss wanted) using every argument they could to make it happen, including twisting our own technical arguments around and questioning our competence. When the result was (predictably) a barely playable mess, we would get blamed for it.”

Others in different departments, such as QA, said their workload was more variable, with periods of crunch closer to deadlines interspersed with long stretches of little to no work. One recalled groups of QA testers playing Warcraft, StarCraft, and Unreal Tournament in the office, saying, “This was the weirdest job I ever had.”

This was the weirdest job I ever had.

Since the ‘90s, Quebec has offered significant tax credits for multimedia businesses set up in the province. It’s a financial plan that Ubisoft had a major hand in forcing through, and has been a significant factor in Quebec becoming a major game development center globally. It’s been a historically controversial program in the province, and at Longtail it sparked a lot of speculation. Among those involved in Longtail’s unionization, there was a widespread suspicion that Ubisoft had largely set up Longtail to take advantage of these government grants and tax credits rather than because it needed a new studio to make games, all while failing to invest that money back in the studio. Multiple former employees recalled signing papers for a government organization called Emploi Québec – which offers grants to companies in exchange for providing specialized training to workers. The paperwork, they remembered, was effectively a statement that the workers had received training on the job to improve their skills, but none of those we spoke to recalled receiving any such training.

Across the board, pay at Longtail Studios was rather dismal. While everyone I spoke to agreed that programmers were paid roughly an acceptable living wage for Quebec at the time (one programmer told me they were paid about $40,000 CAD), all other roles were drastically underpaid, and raises were hard to come by – especially for QA, who made close to minimum wage (in 2008, roughly $17,680 CAD a year). One person told me their first role after leaving the games industry doubled their pay, with no expectation of overtime. Another reported being promoted out of QA into a designer role and not getting a raise, and thereafter receiving annual raises much lower than the rest of the designers even when their performance evaluation was positive. And another source recalled being offered $30,000 CAD a year to move to Quebec from another city, only to find when they had arrived that their offer had mysteriously dropped to only $19,000 CAD a year. Since they had already moved, they had no way of fighting the change. That said, several agreed that the health benefits at Longtail were quite good.

Whatever was going on behind the scenes, there was a pervasive belief among my sources that Ubisoft had founded Longtail not because they were interested in making good games or building a sustainable studio, but first and foremost as a way to receive additional funding from the Quebec government and ultimately funnel money back to Ubisoft. They felt strongly that the relationship between Longtail and Ubisoft was questionable at best, and that the studio conditions were neither healthy nor sustainable – especially when compared to the wider games industry.

A Longtail Union

With poor working conditions, insufficient pay, a stressful environment, little transparency, and seemingly no change in sight, a handful of Longtail employees sought other solutions. In 2008, a pair of individuals began reaching out individually to their coworkers in an effort to convince them to start a union under Quebec’s Alliance de la Fonction Publique du Canada (AFPC). One of them, Mathieu Lemire, was initially hired as a young, green QA tester and was later invited to join the game design team. The other, Boris Perron, was a programmer, and one of the older and more experienced employees at Longtail. The two quickly became the leaders of the movement within Longtail, and became known around the studio for being vocal about working conditions and issues at the company. IGN spoke to them both, and both agreed to be named in this piece.

“I knew I would have to fight in order to get any respect and fair work conditions,” Lemire says. “Unionization was the only way I could successfully gain something, for me and for others who were like me. In order to fight in equal terms against a company far stronger than any individual, you have to organize and do this together. With a union, you can negotiate and even organize a strike without being completely obliterated. If you try anything by yourself, any company exploiting you can just say, ‘No,’ and ‘You’re fired.’ I knew I could not do this by myself, so I seized the opportunity.”

Lemire and Perron connected with then AFPC-representative Jean-julien Mercier, who also spoke to IGN and agreed to be named in this story. The three split the task between them, with Perron focusing on the programmers, and Lemire trying to bring in the designers, artists, and QA. Mercier, hoping to avoid rousing suspicion that either was involved, visited a number of Longtail employees at home to get them to sign union cards. The group made good progress for a while, seeing a lot of interest from the programmers and artists especially, but Lemire describes the response from QA and game design as “anemic.”

In 2008, technology businesses were vastly hostile to unionization. In the video game business, it was even worse than that.

“They were scared like crazy and nobody wanted to sign a card,” he says. “In 2008, technology businesses were vastly hostile to unionization. In the video game business, it was even worse than that. Everybody was afraid of losing their job.”

As the two continued their efforts to speak to their colleagues one by one, problems began to arise. Lemire expressed that he grew frustrated with Mercier, who he didn’t perceive as providing clear guidance or direction. Mercier, however, tells me that at the time he was still very new to the job, with a young child at home, and was doing the best he could. And at some point amid this struggle, Longtail management got wind of what was going on. Lemire and Mercier both suspect that a specific individual they approached to sign a card ultimately outed them to management — a suspicion that would later be confirmed at least in part at Lemire’s trial in 2010 when one of the leads from Longtail New York testified he was tipped off to the union attempt by an employee.

Lemire and Perron’s involvement would only be further confirmed to Longtail management when, in late 2008, they appeared on a public television program in Quebec discussing unionization in the games industry (above). Lemire recalls that those in charge of the program listed on their website that he worked for Ubisoft, despite him asking them not to include that information, but the damage was done. Someone at either Ubisoft or Longtail noticed, and Lemire recalls being called into the director’s office and being scolded severely – initially for inaccurately claiming he worked at Ubisoft, and then as the conversation went on, for discussing industry working conditions without their consent.

Perron was a bit luckier, as roughly around the time the segment aired, he found a job elsewhere and left Longtail, leaving Lemire to spearhead the movement alone. But not long after, the worst happened: Lemire was fired.

Longtail, Folded

Officially, Lemire was fired for poor work performance, but its occurrence so soon after the television appearance and Longtail catching wind of his efforts was regarded as suspicious by everyone I spoke to. Initially, Lemire accepted his defeat quietly, but what happened the following month spurred him into further action.

All throughout 2008, Longtail Studios had been restless – new projects had dried up, and employees were worried about the studio potentially closing. One lead I spoke to recalls being told after Lemire was fired that his dismissal was an isolated event and all other jobs were safe. But in December of 2008, roughly a month after Lemire was fired, Longtail underwent layoffs. From its peak of roughly 80-100 employees, Longtail eliminated 38 positions, approximately half of its then-current staff, including a large number of those who had been involved in the union efforts, and almost its entire art team.

At the time, Longtail claimed it was due to the economic crisis and a lack of game sales. Employees who were there recall the announcement being short, with no chance to ask questions, and a list of names hung up on the wall to indicate to employees who had lost their jobs. One lead told me they were given no input on who was let go, and were only told five minutes beforehand that the layoffs were happening. Those who were being laid off were given eight weeks, per Quebec laws on collective dismissals, and stayed with the studio wrapping up one last project through the start of February. Then they were gone.

“The Christmas party that year was…something,” recalls one employee who survived the layoffs. “The layoffs were announced in December and the people that were losing their jobs were still invited. It wasn’t an open bar, but there were plenty of booze tickets and they had rented those carnival games where you punch a target and it measures your strength. People got extremely drunk and at least one guy broke his hand.”

The following April, Ubisoft posted a 14% year-over-year sales increase for the prior year, with CEO Yves Guillemot saying the company had “the second best profitability among comparable companies in its industry.” Its casual games business grew 40%, with the company hiring roughly 1,300 new employees in the interest of “preparing for the next generation of handheld as well as home consoles.”

Mercier notes that prior to the layoffs, over 35% of the eligible studio members had signed union cards, which in Quebec is enough to force a full studio vote. He says they had been delaying in hopes of getting over 50% to sign, which would automatically grant Longtail a union without a vote. But not only had Longtail lost its two union leaders, the layoffs had mysteriously impacted every other strong supporter of the union effort as well.

“They cut our head off,” Mercier recalls. “We didn’t have any strong supporters anymore. I was left with nearly starting again to zero, but the conditions never materialized to let the campaign run again…They wanted to make sure that the cancer couldn’t grow.”

Without Perron or Lemire, with their headcount decimated, and fear of retaliation higher than ever, this was the final nail in the coffin of Longtail’s union efforts. Longtail, such as it was, briefly soldiered on. The Quebec studio was formally folded into Ubisoft the following year (a move that also resulted in a few more employees being laid off), and development efforts within Longtail itself shifted primarily to its Halifax location…which was then also folded into Ubisoft in 2015. The ultimate absorption of Longtail happened just as its sister studio Gameloft was gobbled up by Vivendi amid Vivendi’s attempt at an Ubisoft takeover, and may have been a preventative measure to keep the same thing from happening in Halifax. It’s unclear what happened to the New York branch of Longtail Studios – presumably it was shuttered or similarly wrapped up into its informal parent company, as the last game released by Longtail Studios, Trivial Pursuit Live!, came out in 2015 and Longtail’s website ceased to function in late 2018.

A Last Ditch Effort

But even after their efforts failed, Lemire, Perron, and several others rallied one last time to hold Ubisoft and Longtail accountable for their treatment of employees. When Lemire learned about the layoffs in the wake of his firing, he was inspired to try and rekindle the unionization flame, if not at Longtail, then elsewhere in the industry. So he filed a claim against Longtail with the Quebec Commission des normes de travail, alleging he had been wrongfully terminated for unionization activity.

“If we could just raise awareness, maybe catch the attention of the government or some journalists, we could still get something from this fight and maybe even inspire other workers from the video game business to fight for their rights and dignity,” Lemire tells me. “At that point, I wasn’t even expecting to win. It would have been a bonus, but my objective was to raise the curtain on the abuse in the video game industry.”

But Lemire wasn’t the only one who took Longtail management to court. A group of laid off employees also banded together for multiple other cases in the same court, though theirs alleged wrongful termination rather than termination for unionization specifically. Multiple employees who were involved recalled receiving emails from a government program specifically designed to help those recently laid off find new positions, advertising their own exact jobs back to them. One source sent IGN a copy of a job posting they were sent by Emploi Quebec, which provides assistance to those impacted by collective dismissal. The job posting was the exact same job they had just been laid off from at Longtail.

I wasn’t even expecting to win…my objective was to raise the curtain on the abuse in the video game industry.

But as before, Lemire and his colleagues’ push for accountability quickly unraveled. Mercier recalls asking AFPC if they would provide legal representation, but his request was denied. As a last ditch effort, he opted to represent Lemire himself, but admits to me that he had little experience and struggled to put together a case due to Lemire’s history of being outspoken in the workplace. Longtail claimed Lemire was incompetent and a poor employee – though multiple other employees I spoke to pointed out to me that Lemire’s conduct had seemingly been tolerable to Longtail until the union situation arose. The judge, admitting he was unable to assess whether or not Lemire had been competent at his job, gave Longtail the benefit of the doubt and ruled in its favor. Lemire’s case was crushed, but he hoped his trial would at least inspire the cause of his former coworkers.

His hopes were in vain. Lemire’s loss took the wind out of the others’ efforts, and Mercier told one of their group that because it was classified as a collective dismissal, he had no argument he could present the court in their favor. He filed initial paperwork on their behalf, but then declined to be involved further, a move that left many of those I spoke to feeling bitter and hurt. Lemire tells me he called Mercier after he left, telling Mercier he had betrayed him and the others, and that Lemire would never forgive him. The two haven’t spoken since.

“It’s painful to me,” Mercier recalls. “They were very good people, but unfortunately I was left with no option. We didn’t have any legal arguments. They played the anti-union playbook properly. It was seriously one of the worst moments of my career, and I do believe it’s still the worst moment of my career, having to look these people in the face and tell them that I could do nothing.”

With Lemire’s loss and Mercier gone, most of those involved in the case gave up, but one stuck it out all the way to trial. It was there that Longtail, fully funded and represented by large Quebec law firm Langlois Kronström Desjardins, claimed that the layoffs were a lawful collective dismissal. Per trial documents seen by IGN, Longtail argued that Canada was feeling the effects of the 2007 global financial crisis, and with game development moving more and more toward 3D worlds, its Longtail teams of mostly 2D developers and artists – which had made up the bulk of the layoffs, if not all – weren’t able to keep up. Mobile games, it said, weren’t profitable. It was pivoting back to console.

It’s still the worst moment of my career, having to look these people in the face and tell them that I could do nothing.

The remaining employee argued back, pointing out that many of the positions (such as UI artists) were relevant in 3D development and their skill sets were still useful. They claimed that they were terminated not due to the economy or their skills, but due to “corporate restructuring and business reorientation,” saying that their team in particular was targeted for “having a negative attitude.” They noted that because Longtail was rehiring for the same role, it hadn’t been necessary to terminate them. But Longtail denied these claims. The judge pointed out that Longtail hadn’t explicitly hired anyone to replace the employee in question, saying their suspicions were insufficient. Without a lawyer, a “preponderance of evidence,” or funding to press the matter, the second complaint was also lost.

Following their dismissal and the trials, multiple sources I spoke to said they struggled to find work in the games industry in Quebec. Several believed that word of their unionization attempt and subsequent court case had spread in the local industry, discouraging companies from hiring anyone involved. One person I spoke to who left of their own accord after the layoffs told me that when they told their manager they were leaving, the manager explicitly told them that if they wanted to, they could stop them from getting another job in the industry. All but one of the people I spoke to for this piece left the games industry for good in the years immediately following their departure from Longtail.

The Unionized Future

The story of Longtail Studios is a sad one, and not exactly encouraging at a time when unionization efforts across gaming are ramping up as workers push for better conditions industry-wide. But one hopeful note that struck me while writing this was that despite their struggles and ultimate loss, my sources still fundamentally believed that games industry unions were not just possible, but critical to a better future for the industry.

“Years later, I still think this was the correct thing to do,” one source said. “In fact, I could not do otherwise. Too many employees had poor conditions to be tolerated. Unionizing could also have been a way to expose all the corruption in our government and in Longtail/Ubisoft by forcing a more transparent budget. We should always fight against corruption and exploitation, no matter what the circumstances are. When facing unethical big businesses and shady government deals, unionizing is the only way to keep the forces in balance. It’s true that we suffered heavy losses when doing so, but there are lessons to learn from this. So yes, I would still encourage others to unionize for themselves and for others.”

Years later, I still think this was the correct thing to do. In fact, I could not do otherwise.

One especially heartening note came from my original source. In their initial email to IGN, they told us they were inspired to mention their experience at Longtail because they had heard about Microsoft’s recent messaging around taking a “neutral approach” toward a possible Activision-Blizzard union (should the acquisition go through), and its later voluntary recognition of a ZeniMax QA testers union and ad in the Washington Post expressing the positive impact of unions. While there is never a guarantee Microsoft might not change its mind down the line, my source was astonished at how the narrative had changed in a decade and a half.

“In hindsight, I dunno…at the time [unionizing] just made sense. I was making around $30,000 CAD a year when the North American average was almost double,” they told me. “We knew that the salaries were paid in part by the government (public funds) and we just wanted to have good conditions and be paid fairly. Conditions weren’t bad, but it just made sense to protect what we had. It was frowned upon when you said, ‘No’ to overtime, those types of situations had to go away. I regret signing that card in a way.

“That’s why when Microsoft said that they were okay with their studios unionizing it’s HUGE news! That’s a giant company saying it’s okay. Big corporations, ahem, game companies don’t like it when they don’t make tons of profits. They don’t really care about employees. They care about profits. I love the people that work at Ubisoft, many are still friends. I absolutely despise dishonesty and exploitation. I lost my career. I’m still affected by it and I’m still crying everytime I talk about it. I’m mad crying.

“I don’t want anybody to go through this because they tried to unionize. They shouldn’t be scared of it. I want to encourage the whole industry to talk about it out in the open. Make it normal! Unions were created for a reason! Better conditions and a fair slice of the pie.”

Interviewee responses have been lightly edited for clarity.

Thank you to Erwan Lafleuriel and IGN France for providing translation on all French documentation for this piece, and thank you to Vincent Chevarie and Renaud Loiselle Dupuis at Au bas de l’échelle for their assistance in interpreting Quebec labor law.

Obsidian “Sorry” For Troubled Launch of The Outer Worlds: Spacer’s Choice Edition

Developer Obsidian has apologized on Reddit for the performance issues plaguing The Outer Worlds: Spacers’s Choice Edition, following its March 7 release on PS5, Xbox Series X|S and PC.

“I am sorry that you all have been experiencing performance issues with The Outer Worlds: Spacer’s Choice Edition,” read the post. “I understand how frustrating this can be, and I assure you the team at Private Division is working on getting a patch out as soon as possible. When we have more information about that patch we’ll be sure to let folks know.”

The Reddit post also provided a link where players could submit support tickets to publisher Private Division as and when they run into issues with the game.

The Spacer’s Choice Edition got off to a shaky start earlier this week, with players reporting poor performance for both PC and console versions of the game. There are numerous posts on the game’s subreddit bewailing the issues, and the Steam rating for the game is currently sitting on Very Negative.

The Spacer’s Choice Edition — which includes the DLC packs Murder on Eridanos and Peril of Gorgon — was expected to bring a range of improvements to The Outer Worlds, including a dynamic weather system, overhauled lighting, and improved load times.

The remaster launched with a $59.99 price tag. However, for customers who already own the original game and its DLC on PS4, Xbox One, or PC, there’s a $9.99 upgrade path available.

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

Feature: Which Zelda Game Has The Best Link? – Every Link Ranked From Worst To Best

Link’s Arankening.

Across 19 mainline games and a handful of spinoffs, the Hero of Time has taken on a variety of forms. The changes between each have ranged from the subtle (Skyward Sword‘s eyeliner or A Link to the Past‘s pink hair) to the pretty “wait… what?” drastic (come on guys, he’s literally turned into a wolf), but he’s still the same old Link at heart, right?

Wrong! No matter which way you spin it, some Links are just cooler than others. Be it their unique swanky outfits, luscious golden locks, or freaky abilities, most games in the mainline Zelda series force us to think, “yeah, this hero’s cool, but he’s not as cool as…”

Read the full article on nintendolife.com

Tiny Troopers: Global Ops Deploys Today on Xbox Series X|S and Xbox One

Attention Troopers! I am Morgan Lean of Epiphany Games and we’re thrilled to announce that our action-packed, twin-stick shooter, Tiny Troopers: Global Ops, launches today on Xbox Series X|S and Xbox One.

Celebrating the return of the Tiny Troopers franchise, Global Ops is a modernizing sequel that has kept all of the elements which made the original games great, while introducing new features and upgrades for a modern audience. In an epic campaign with over 40 missions set across six theaters of war, we have prepared some important intel and mission objectives to aid your deployment. Get ready for some explosive action, where miniature warfare is seen on a global scale!

screenshot

Mission Objective #1: Lock & Load

Starting off in Tiny Troopers: Global Ops, you will be armed with a pistol as your primary weapon, progressing throughout the story will soon allow you to unlock a lethal arsenal of weaponry from assault rifles to rocket launchers!

Completing a wide-range of objectives within each mission will help you to earn more XP and upgrade your troopers via the HQ. Be sure to frequently check back into the armoury to upgrade your weapons, rank and abilities. Some items are dependent on your trooper’s rank, so the more you rank up – the more items you can unlock!

screenshot

Mission Objective #2: Adapt and Survive

In Tiny Troopers: Global Ops you will need to tackle lots of objectives such as VIP rescues, elimination missions, search & destroy and wave-based survival! Keep an eye out for hidden objectives throughout the battlefield, completing these will give you bonus XP and may even unlock new costumes from beach wear to chicken suits!

You can style your Trooper from head to toe in the barracks, with a wide range of clothing options from astronauts to clowns. Not sure where to start on unlocking new costumes? Try clicking on the arcade machine in the HQ for an “egg-citing” surprise.

screenshot

Mission Objective #3: Join Forces in Co-Operative Multiplayer Action

Team-up in cooperative play with up to four players in online cross-pay or couch co-op. Compete in the global leaderboards where squads can combine specialist abilities such as airstrikes, drones, stim packs and reinforcements, making overwhelming the opposition that much easier!

screenshot

Mission Objective #4: Disrupt Enemy Intel

Your supervillain enemies are causing chaos on a global level. They are well-equipped, organized and ready for a fight. Throughout your missions you will encounter the Troopers’ deadliest foes yet, but do not fear – if your teammates take too much damage on the battlefield, simply revive them. But be warned, if a Trooper is left behind during a mission – they will be gone for good!

screenshot

Mission Objective #5: Most Importantly… Have Fun!

We are so proud to be releasing Tiny Troopers: Global Ops, a fast-paced, arcade twin stick shooter, taking players across the globe to take down hordes of unscrupulous enemies. Whether you are leading your elite squad of battle-hardened specialists through an epic campaign alone, or battling alongside a group of friends, we can’t wait to see you on the battlefield and ascending the leaderboards troopers!   

        

screenshot
Xbox Live

Tiny Troopers: Global Ops

Wired Productions, Kukouri Mobile Entertainment


2

$19.99

Global Warfare!

Attention! The Tiny Troopers are BACK in Global Ops, a fast-paced arcade twin-stick shooter!

Your mission? Lead an elite squad of battle hardened specialists through an epic campaign of 40+ missions across 6 theatres of war!
Take your troopers into explosive battles through scorching deserts – dense, sweltering jungles and the coldest of frozen tundras!

Multiplayer Crossplay!

Join forces with up to four players online with full cross platform play! Whether you’re PC or console, you can battle solo or go online with 2 to 4 Unit Squads! Featuring global leaderboards, you’ll be able to combine your specialist abilities including airstrikes, drones, stim packs and reinforcements to overwhelm the opposition! If you’re not ready to deploy online, grab 2 to 4 friends in local co-op mode!

Lock & Load!

Gear up with a lethal arsenal of weaponry including rifles, rocket launchers, flamethrowers and assault shotguns, or get to the chopper and mount up on heavy machine guns to lay waste to your enemies!

Rank Up!

Complete objectives and earn XP to upgrade your troopers’ weapons, rank, and abilities in HQ. Customize their appearance with new uniforms, heads, skin tones and accessories, or increase their survivability and effectiveness in battle!

Enemy Intel

Your enemies are well equipped, organised and ready for a fight! Encounter the Troopers deadliest foes yet, with advanced AI controlling hordes of drones, insurgents and PMC’s – alongside intense boss battles!

Adapt and Survive

Troopers always answer the call of duty! Tackle a wide range of objectives including VIP rescues, elimination missions, search & destroy and wave based survival!

Adapt on the battlefield with additional side and hidden objectives to discover and complete!

Related:
The Skull Merchant Comes to Dead by Daylight: A Beginner’s Guide
Creepy-Cute Indie Adventure Meg’s Monster Now Available on Xbox Series X and Xbox One
How Modding Passion Brought UGC-Focused Leap to Life – Available Now 

The Last of Us Part I PC’s features and specs detailed

After its successful debut on the PlayStation 5 console last year, The Last of Us Part I is making its way to PC on March 28! Marking the first time The Last of Us has been available on PC via Steam and the Epic Games Store, we can’t wait for new and returning players to experience Joel and Ellie’s emotional journey on a new platform.

Whether you’re coming to the launch of The Last of Us Part I on PC as a first timer – maybe you’ve been enjoying The Last of Us on HBO and want to jump into the game? – or if you’re a returning player who wants to experience this memorable adventure all over again, we hope the PC version will be an exciting way for everyone to play.

We previously confirmed Part I’s PC iteration will bring with it the same main content as its PS5 counterpart, but with the PC release drawing near, we snuck by some frightening Clickers to deliver more information about what players can expect.


The Last of Us Part I PC’s features and specs detailed

Whatever your previous experience with The Last of Us Part I, its PC release brings with it plenty of PC features to bring Joel and Ellie’s tense and unforgettable journey to life. This version of The Last of Us Part I is optimized for PC with PC-centric quality-of-life enhancements. Part I will feature AMD FSR 2.2 support, Nvidia DLSS Super Resolution support*, VSync and frame rate cap options, and a host of features designed specifically for PC, including adjustable Texture Quality, Shadows, Reflections, Ambient Occlusion, and more.

Through the experiences of Joel and Ellie, PC players can fully immerse themselves in beautiful yet haunting environments in stunning detail with true 4K resolutions**. From the harsh, oppressive streets of the Boston QZ to the overgrown and abandoned homes of Bill’s Town to so much more, embark on a beautiful journey across the United States of America with Ultra-Wide Monitor Support for both 21:9 Ultrawide and 32:9 Super Ultrawide aspect ratios.

Experience all these locations, stealthily sneaking through abandoned homes and cities (and picking their drawers and cabinets clean looking for supplies) or engage in tense, captivating action with 3D audio support to better hear the rustle of leaves, the crack of glass, or the footfalls of enemies trying to ambush you***.

The Last of Us Part I on PC features DualSense controller support through a wired connection so players can feel the impact of battle, the rumble of a tank rolling by, and so much more through haptic feedback and dynamic triggers. With support for the DualShock 4 controller, a wide range of other gamepads, and keyboard and mouse, players can adjust their playstyle to suit their preferences. The PC release includes a number of new control customization options including full control remapping, primary and secondary bindings for keyboard and mouse control, an adaptive mode that allows players to combine keyboard and controller inputs, and more.

As our team has been hard at work on the PC version since Part I’s PS5 release, we’ve also been continuously listening to player feedback. The Last of Us Part I on PC will include a number of bug fixes and improvements throughout the game, in big part thanks to our community’s feedback. 

To ensure you have a smooth experience, we recommend the following PC specifications:

Whether you’re a new or old player, The Last of Us Part I on PC will bring with it the same core gameplay experience of the PS5 version, including its award-winning campaign, the Left Behind DLC chapter, additional modes like Speedrun Mode****, Permadeath Mode, and Photo Mode. Part I’s PC launch will also include The Last of Us Part I’s suite of accessibility features so that players can adjust the experience to suit their needs and preferences.

If you’re counting the days until launch, you can still pre-purchase The Last of Us Part I on PC.

The Firefly Edition of The Last of Us Part I for PC via Steam is still available in limited quantities in the U.S., U.K., France, Germany, Belgium, Netherlands, and Luxembourg through direct.playstation.com. Pre-purchase it to receive a SteelBook, physical copies of The Last of Us: American Dreams comics, and more.

Additionally, the standard and digital deluxe editions of The Last of Us Part I are still available for pre-purchase. All pre-purchases will receive bonus supplements and bonus weapon parts for their adventure, while the Digital Deluxe Edition includes early in-game unlocks, cosmetics, and more. Make like a Runner and head over to the following storefronts to pre-purchase your copy now:

We have been so moved by the incredible support from new and old fans alike for the franchise over the years, and especially since the start of 2023. We’re so grateful to the incredible fans, new and old, who have been loving The Last of Us series on HBO, and for everyone who has been, and with this PC launch is looking forward to, jumping into our games. Thank you for all your continued support, and we can’t wait to welcome more players to Joel and Ellie’s journey on March 28.

* Compatible PC and graphics card required for enhanced graphics.
** Compatible PC, graphics card, and 4K display device required.
*** 3D Audio requires stereo headphones or compatible speakers.
****Game progression required to unlock for The Last of Us Part I Standard Edition.

How to Play Every Metroid Game Available on Nintendo Switch

The most popular game in our IGN Deals reporting for 2023 so far is Metroid Prime: Remastered. In fact, no other game this year even comes close. In our Metroid Prime: Remastered review we scored it a 10, saying it “honors a lauded classic and brings it up to code, fixing outdated controls and adding a slick coat of polygons and textures that make this masterpiece of a shooter shine once more.” And I agree whole-heartedly with that assessment.

Great news: you can play many of the greatest Metroid games right now, on your Nintendo Switch.

It’s truly one of the greatest games of all time, but what if you’re new to the Metroid series? Great news: you can play many of the greatest Metroid games right now, on your Nintendo Switch. Should you? Yes, absolutely, are you kidding me? Metroid rules! For the vast majority of Metroid games on Switch, you can play them with a subscription to Nintendo Switch Online, and a subscription to Nintendo Switch Online with Expansion Pack unlocks even more. In fact, Metroid Prime Fusion is now available if you have the Expansion Pack, and man… that is a good game.

All the Metroid Games You Can Play on Switch Right Now

  • Metroid (NES) (NSO)
  • Super Metroid (Super NES) (NSO)
  • Metroid II: Return of Samus (Game Boy) (NSO)
  • Metroid Fusion (Game Boy Advance) (NSO + Expansion)
  • Metroid Dread (Nintendo Switch)
  • Metroid Prime: Remastered (Nintendo Switch)

Where to Buy Metroid Prime: Remastered (Physical or Digital)

Getting a physical edition online is tough, but you can get it digitally and start playing as soon as it’s downloaded from most retailers. Amazon, even though it still has physical copies of Metroid Prime: Remastered, seems to be taking a little longer than expected with delivery.

Where to Buy Metroid Dread (Physical or Digital)

Metroid Games Available With Nintendo Switch Online

The basic Nintendo Switch Online membership costs $19.99 for 12-months and gives you access to some of the greatest NES and Super NES games, along with other games you might not really care about. But most importantly, Metroid for NES and Super Metroid for Super NES are available, right now, with a base Nintendo Switch Online membership, and you also get access to Metroid II: Return of Samus. Yes, Game Boy is part of the base NSO membership, something I was only recently made aware of.

Metroid Games Available With Nintendo Switch Online + Expansion Pack

For $49.99 a year, you get access to Nintendo 64, SEGA Genesis, and more recently, Game Boy Advance games. Obviously there aren’t any Metroid games on N64 or Genesis, but on Game Boy Advance you can now play Metroid Fusion. Metroid Fusion, apart from being amazing, released the same year as the original Metroid Prime.

How to Play the Metroid Games Chronologically

You won’t be able to play through the entirety of the Metroid series on Switch, at least not at the time of writing, but if you feel compelled to play through the available Metroid games chronologically, here’s how to do it. Does it matter too much if you play them chronologically? Nah. But in case you want to follow the overarcing story:

  1. Metroid (NES)
  2. Metroid Prime: Remastered (Switch)
  3. Metroid II: Return of Samus (Game Boy)
  4. Super Metroid (Super NES)
  5. Metroid Fusion (Game Boy Advance)
  6. Metroid Dread (Switch)

How to Play the Metroid Games on Switch in Order of Release

This would be my pick for how to play through the Metroid games 0n Switch. There’s definitely a story to follow along with, but I like seeing how the series has evolved and how much of it retains those same elements from the earliest entry on NES. I put Metroid Prime: Remastered at the end, but the original came out in 2004.

  1. Metroid (NES) 1986
  2. Metroid II: Return of Samus (Game Boy) 1991
  3. Super Metroid (Super NES) 1994
  4. Metroid Fusion (Game Boy Advance) 2004
  5. Metroid Dread (Switch) 2021
  6. Metroid Prime: Remastered (Switch) 2023

Seth Macy is Executive Editor, IGN Commerce, and just wants to be your friend. You can find him hosting the Nintendo Voice Chat podcast.

Epic Games Store launches self-publishing tools for devs, but will still reject porn, illegal and hateful content

closed beta testing, Epic’s self-publishing tools for developers are now available for all to use on the Epic Games Store. Previously, Epic had their own internal curation process for publishing to the store, but this changes from today, with developers now having much more control over getting their games onto the EGS. Well, almost.

Read more

The Electronic Wireless Show podcast S2 Ep 6: revenge of the sequels

podcast today discusses sequels and serieseseses, in light of some surprise announcements of sequels over the last week (Nate isn’t here today, but maybe he’ll return in the next entry? You’ll have to listen to find out). In games we seem to accept that a series running for decades, over many, many sequels, is just kind of normal. What’s the deal with that? Would games be better without sequels? Who knows? Us. We do. We talk about it today.

Read more