23.5 C
New York
Tuesday, September 21, 2021

Buy now

Home Blog

WWE 2K22 announced at Wrestlemania 37

0

WWE 2K22 announced at Wrestlemania 37

Will it undo years of franchise damage?

This weekend saw WWE hold its annual Wrestlemania event in Tampa Bay, Florida. Once again held as a two-night affair, “The Grandest Stage of Them All” saw Asuka battling Rhea Ripley, Bianca Belair taking on Sasha Banks, Rapper Bad Bunny perform far better than anyone gave him credit for, and the WWE invite 25,000 fans into an open-air stadium in a move that remains questionable at best.

Aside from the in-ring carnage, 2K Games took the opportunity to announce the next release in its maligned and increasingly poor WWE 2K series. A short commercial for WWE 2K22 feature legendary ring veteran Rey Mysterio donning his iconic mask while standing under a spotlight. This was followed by a brief clip of in-game action and the new sequel’s title, along with the tagline “It Hits Different”.

WWE 2K22 will see the franchise return to the ring following a one-year absence. The decision was made not to release an edition of the wrestling sim for the 2020 season following the abominable performance of WWE 2K20, notorious for its piss-poor and shameful release state. In its stead, 2K Games released the abysmal WWE Battlegrounds, a microtransaction-heavy mess that dropped off of the map in mere weeks.

The new game offers 2K Games the opportunity to rise like a (Beth) Phoenix after years of terrible wrestling games. There were reports earlier last year that 2K Games is fully aware of the shitty state of its wrestling games, and has hired talent specifically to recapture the glory years of the earlier WWF/E Smackdown! titles. It should also be noted that WWE 2K isn’t the only wrassler in this rumble, as the fledgling AEW promotion has its own wrestling game in the works. AEW’s title is being overseen by wrestlers such as Kenny Omega and The Young Bucks, stars who genuinely love wrestling games and know what separates a WWF No Mercy from a WCW Backstage Assault.

I’m aware that I have a particularly harsh tone about the WWE 2K franchise, but it’s with good cause – they’re fucking awful games. But don’t confuse that with me not wanting them to be fantastic. I would love an awesome, modern WWE title, I’d be first in line for it. But how many times can a developer fail to capture even the most rudimentary elements of what makes wrestling games hit, over and over again, and still inspire any confidence?

2K Games has had a couple of years to re-evaluate its stagnant franchise. WWE 2K22 is essentially the first opportunity in years to relaunch the brand, and on a brand new generation of gaming platforms. Like the man said: It’s time to Grab the Brass Ring, pal.

Filed under…

Published at Mon, 12 Apr 2021 08:00:00 +0000

Sonic Colors may be getting remastered for modern platforms

0

Sonic Colors may be getting remastered for modern platforms

Taste the Rainbow

Over the weekend, various reports pointed to the possibility of an incoming remaster for Sega’s Sonic Colors, following the listing of such a title by a German recording studio.

As spotted by Twitter user @Kutairo_, iksample – which provides voice recording facilities for games and animation – listed that it had worked alongside “Sonic Colors Remastered” back in December 2020, though the entry was understandably removed as quickly as it had appeared. This has since been followed by a listing on French retailer Sogamely for a “Sonic Colors Ultimate“, with a 2021 release window for PS4, Xbox One, and Nintendo Switch, though this could merely be guesswork – made in response to the iksample leak – by the retailer. It should also be noted that this year is a big anniversary year for the Blue Blur, and as such projects such as this remaster would fit snugly on the calendar.

Originally released on Nintendo DS and Wii back in 2010, Sonic Colors was part of an effort by Sega and Sonic Team to re-establish Sonic the Hedgehog as a popular and successful video game brand, following years of terrible releases. Combining 2D and 3D platforming, and with a clearer focus on both Sonic and his ongoing battle with Dr. Robotnik, Sonic Colors recaptured the heart of many long-time Sonic fans and is considered one of the better and more successful games in a dismal period for the franchise.

We’ll keep you informed if there is any official word on the remaster forthcoming from Sega.

Filed under…

Published at Mon, 12 Apr 2021 02:00:00 +0000

Review: Disco Elysium: The Final Cut

0

Review: Disco Elysium: The Final Cut

A spoiler-free look at the beloved RPG’s new content

So good but so, so buggy.

Disco Elysium: The Final Cut (PC, PS4 [reviewed], PS5)
Developer: ZA/UM
Publisher: ZA/UM
Released: March 30, 2021
MSRP: $39.99

When I first heard about Disco Elysium‘s re-release, I was ecstatic, and checking social media and news outlets for a release date became a normal part of my routine. I had played the game on PC for the first time last year, but as someone who usually prefers playing on my consoles, I was also looking forward to seeing how it would fare on my PlayStation. Disco Elysium is already one of my favorite games due to its masterful storytelling and innovative gameplay, and I was intrigued to revisit a game that addresses grief, loss, and mental illness in the midst of the pandemic, hoping it could give me some new insights into my own experience.

On that front, it certainly delivered. Disco Elysium is so unafraid to embrace how raw and painful the human experience can be that it’s sometimes tough to get through. In a way, such an unflinching depiction of difficult subject matter is really refreshing — there’s beauty in its messiness and chaos. It certainly helps that all of the writing is so stunningly gorgeous, too. Tommy the Lorry Driver says it best: “It makes it all easier to bare. If the words are pretty.”

Sometimes remasters can feel kind of superfluous, but for a game like Disco Elysium, it’s fitting, almost necessary. On my first playthrough, I found myself struggling to understand it, but its deviation from the norm, and its focus on embracing failure and experimentation, are what make it truly special.

Subsequent playthroughs only make the game better, because from the start you already understand its more unconventional mechanics like the thought cabinet, which allows players to “internalize” certain thoughts and reap permanent bonuses/penalties from them, or white versus red checks, an elegant solution to the “I could just keep trying until I pass” problem of systems like Dungeons & Dragons. Disco Elysium‘s RPG system isn’t that complicated, but being familiar with it makes for a more complete experience. It’s one of those games that the more you put into it, the more you’ll get out.

In addition, so much of what makes the game special, and better on a replay, is how robust its world is. Some stories just focus on a rich internal characterization (think The Last of Us) while others focus on worldbuilding as the main conceit (think Suzerain). There are few stories that are able to simultaneously do both, and Disco Elysium is certainly one of those stories.

Again, on my first time through I had a hard time taking it all in because not only was there so much content, but it was all really good. Any of the insane worldbuilding stuff they throw at you isn’t just flavor (although it’s so well written it certainly could be), but always seems to come back to the central conflict and characters in interesting ways. It’s all connected, and I’m so endlessly impressed by how every single line of dialogue or bit of information feels vital to the picture this game is painting.

As you go along exploring and letting the story unravel, you realize it’s not a story about solving a murder, it’s so much more than a typical crime procedural — it’s a portrait of a broken, sorrowful man, and the dying remains of a world that once believed it could be better.

Naturally, an indie game that’s this beloved was going to get a port to consoles, and I think it was a great choice to add more content and further flesh out the experience. If players are already going to have to buy the game again on their consoles, it’s really nice that they get something new out of it, too. PC players, congrats, you got it for free.

The inclusion of the new quests are almost hard to spot sometimes, but that’s not necessarily a bad thing. The storylines feed so well into the base game, it almost feels like content that was originally intended to be included, but couldn’t make it in by the time they were ready to ship. Regardless of speculation, it makes the game feel like a more rounded experience, with small threads feeding back into larger ones, and making the already complex world feel even more consistent and realistic.

On top of new content, other changes like the fast-travel mechanic were welcome additions. I usually don’t love fast travel, but when it can take so long to get to the other side of a mostly linear map to do the one task you need to progress, it can be nice. The idea of a fully voiced game was great too, which can really add to immersion, but more on that in a second.

For as good as the game is, it breaks my heart all the more to have to tell you all about the not-so-great part of the Final Cut: the bugs. Under any circumstances, it’s impossible to play a game as long as Disco Elysium (30+ hours) and not encounter a bug at some point. If you played a game like this and didn’t see a bug, I guarantee it’s because you just didn’t notice. My first time around, I remember Disco Elysium being a tight, mostly bug-free experience. The game could certainly be rough around the edges, with small animation jitters abound, but at its center it always felt sturdy and lived-in, much like the fictional world it inhabits.

This time around though, not so much. Mind you I was playing on my PS4 Pro, and a lot of the bugs came from the fact that it was a port to consoles. Smaller issues ranged from inadvertently using healing items while trying to navigate menus to having to click on interactable items/places/people more than once to get them to trigger. Although not necessarily a bug, another more minor issue worth mentioning is that the load times are pretty long, which can get tedious if you’re going in and out of buildings frequently. These problems were annoying, but I could live with them. Others I couldn’t.

For example, in the first thirty minutes of my playthrough, I saw the UI to select something floating in mid-air. Thinking this might be a new piece of content awaiting me, I clicked it — only to start a conversation with a character who had already left the room, which locked me in place and caused me to have to restart my save file.

The most glaring problems, though, were those that halted progression on some of Disco Elysium‘s most prominent storylines. A major scene from one of the most important quests is entirely broken, which is already a bummer in and of itself. However, it’s also preventing players from progressing the main storyline. There’s still plenty to do in the game while we wait for fixes, but it can put a damper on things if you want to binge through it quickly.

Remember how I said I loved fast travel and the fully voiced dialogue? Yeah, those were broken too. I couldn’t fast travel at all during the latter half of my playthrough, and the voice acting played so inconsistently (sometimes not at all) that I gave up hope on it within the first couple of hours.

There would be sections of the game when I wouldn’t encounter too many bugs, and I’d think I was in the clear, only to run into one of the broken quests that would instantly kill all of my momentum. It took the wind out of my sails, to the point where I didn’t want to finish my playthrough at some points because I was so disappointed.

The reality is that the Final Cut was released before it was ready to go for consoles, for reasons I can’t understand as an outsider. It’s such a complete bummer because it basically makes the game unplayable, and it makes me afraid that it could deter new players from experiencing what I consider to be one of the best games of all time. According to a friend who played on PC, many of the issues plaguing consoles are missing from the PC version, so at least there’s that.

The 1.2 patch just went live, but console players are still reporting that it’s not fixing a majority of the problems, especially progression blockers. Unfortunately it seems like a situation we’ll have to wait out, and just hope that ZA/UM is able to fix the issues. This game really is a must-play for anyone who loves storytelling or the RPG genre — that is if you’re on PC, or if you can wait for subsequent patches for console versions. In spite of everything though, Disco Elysium‘s twisting, tumbling adventure is one worth waiting for.

This morning, ZA/UM posted an update about further patches on their Twitter.

[This review is based on a retail build of the game provided by the publisher.]

Disco Elysium: The Final Cut reviewed by Noelle Warner

7

GOOD

Solid and definitely has an audience. There could be some hard-to-ignore faults, but the experience is fun.
How we score:  The Destructoid reviews guide

Published at Sun, 11 Apr 2021 16:00:00 +0000

Review: Oddworld: Soulstorm

0

Review: Oddworld: Soulstorm

Hello, again

The last time we checked in with the long-awaited Oddworld: Soulstorm, things were looking good.

Let’s see how it turned out.

Oddworld: Soulstorm (PC, PS4, PS5 [reviewed])
Developer: Oddworld Inhabitants
Publisher: Oddworld Inhabitants
Released: April 6, 2021
MSRP: $49.99 (also on PlayStation Plus at launch)

So Soulstorm is a weird game for multiple reasons. The main character Abe, is…odd. He’s not your typical hero, aesthetically and at the core of his being. He’s an unlikely prophet, a bumbling idiot…ah well you get the picture. Poor guy, I’ll ease off.

Since the very start, Oddworld Inhabitants managed to harness this strange magic into a digestible puzzle platformer with a heavy focus on avoiding combat, if you wish. It’s a goal that’s not only virtuous, but is still incredibly unique all these years later. And Soulstorm (named after the brew that’s made from parts of a Mudokon, the race of Abe and his people) mostly executes on that vision with a few old school issues along the way.

Billed as a revival of Exoddus (the second game in the series), Soulstorm feels more immediately lived-in. Whereas Exoddus felt more like an expansion pack, this is an entirely new game with a different framework and a grander scale. The new lens in which to view the story is lovely, as it allows us to become closer to Abe and his friends in a more meaningful and deliberate way.

Likewise, the levels (of which there are 15, with two secret stages) are more sprawling and open. As soon as you’re out of the weeds of the first few there are often multiple paths, with heaps of secret areas to discover and optional objectives (like finding and saving more Mudokon friends, which grant you access to the true ending). The inventory system all feeds into this gameplay loop, rewarding explorers with more tools to tackle some of the multi-pronged puzzles.

In other words, the more effort you put into discovering what the game has to offer, the more you’ll succeed. One of the best parts of Soulstorm though has got to be the enhanced movement system. Quick double-jumping fixes so many prior series issues, and allows you to more easily traverse some of the trickier sequences while latching onto ledges more often. The possession system (one of the primarily puzzle-solving tools, in which you take over an unsuspecting enemy) is still so fun and imaginative, and opens up so much design space.

Bits like controlling a flying foe to go through an obstacle course so that you can open a door for Abe are genius, because they fit within the established rules of the universe without feeling too gamey. You often have the option to sneaky by, brute force puzzles, or solve them through item use as well. The transparent menu option to see all of the Mudokons you’ve saved (as well as all pertinent stats) is also a godsend, ending the esoteric and occasionally gatekeeping nature of the collectathon element.

But with these classic principles at the forefront, there is some clunk. Checkpoints can be really murky at times, as they’re sometimes placed in such a way where you’ll have to grab a ton of items all over again if you die, lest you backtrack and trigger another checkpoint, then return to “resave” the current game state. Having some of these key items placed before safe areas and then checkpointing players would have reduced some of the busywork.

Navigating select menus is also an exercise in inelegance; most notably the main inventory, which is triggered by pressing the Triangle button and then manipulated with the analog sticks. It’s the same thing for the crafting screen (which allows players to create items that are typically found via gameplay like stun mines, but more conveniently on-demand), which is testy at times and requires a firm few mashes to get going. Then there’s jank like occasional jarring music and menu cuts. It’s annoying, but it can be handwaved depending on your tolerance level. There was a rare bug that soft-crashed the game, but that was patched since publication, and we did not experience it in the original build.

There are some cobwebs to shake out of Oddworld: Soulstorm, and some that will remain even after a hot shower, but you’d be hard-pressed to name very many games that are doing what this series is doing in 2021. I’m glad that Oddworld Inhabitants is still around, doing their weird and interesting thing.

[This review is based on a retail build of the game provided by the publisher.]

Oddworld: Soulstorm reviewed by Chris Carter

8.5

GREAT

Impressive effort with a few noticeable problems holding it back. Won’t astound everyone, but is worth your time and cash.
How we score:  The Destructoid reviews guide

Published at Sun, 11 Apr 2021 10:00:00 +0000

My PS3 backlog just spiraled out of control and I need to prioritize what to play

0

My PS3 backlog just spiraled out of control and I need to prioritize what to play

I added probably too many PS1 Classics to my digital PS3 library ahead of the shutdown, and now my backlog is in shambles

With Sony cutting off access to the PlayStation Store on PSP, Vita, and PS3 later this year, some of us have been exhaustively combing through recommendation lists to whittle down which digital games we want to grab before we’re no longer able to purchase them. As I’ve covered before on Destructoid, it’s a needlessly drawn-out process. I’m nearing the end of this arguably ill-advised project — I hope!

For me, half the battle was just going through my Download List and getting everything I already owned situated on my PS3 and PlayStation TV. That step wasn’t strictly necessary (the store cutoff date is for making new purchases, not the ability to download your stuff), but it helped me organize my thoughts.

Along the way, I’ve dabbled with PS1 Classics I always intended to play, I’ve messed with a few out-on-a-limb titles, and, to be honest, I’ve fallen head over heels with PixelJunk Monsters again. If you’re in the tower defense mood and the 2018 sequel didn’t cut it, my goodness does the original still hold up.

I’ll likely continue down this “play everything and nothing” path for the near future.

PixelJunk Monsters is a top-tier tower defense game and it should be ported to modern platforms.

I’ve got screw-around saves started in the first three Resident Evils, which I’m justifying as a ramp-up to Village, as well as the original Silent Hill and Dino Crisis, which I’ve seen but never touched. For me, PlayStation was the peak “hang with friends and watch someone else play freaky games” era.

Quick impressions: I died in the diner, and I kind of love that. It felt appropriate. As for Dino Crisis, I said “whoa” out loud when I saw a (surprisingly detailed) dude torn in half, and I’m already more invested than I thought I’d be. If Capcom won’t do a modern remake, it’s about time I checked this one out.

These games are pretty much locked in — I genuinely intend to finish them soon(ish).

Dino Crisis is still fun in 2021.[Image credit: World of Longplays]

Things get much more convoluted when I consider everything after this survival-horror kick, and that’s where you all come in with feedback. Here’s a list of my recent PlayStation Store purchases, as well as some pick-ups I somehow already had but never got very far in, vaguely sorted with notes:

  • Yakuza: Dead Souls — this was my last buy, and it might skip the line. I wasn’t Yakuza-ready when this launched in 2012; now I am. I’m ready for some nonsense.
  • Parasite Eve and Parasite Eve II — these missed my initial survival horror list for whatever reason. I’ll also need to circle back on Dino Crisis 2 when the time comes.
  • Xenogears, Final Fantasy Tactics, The Legend of Dragoon, Suikoden, Suikoden II, and Vagrant Story — big RPG mood. I consider all of these to be substantial commitments.
  • Tomba, Tomba 2, Klonoa: Door to Phantomile, and Pac-Man World — I feel like someone’s going to take offense to having Pac-Man World lumped in here, but I’m into it.
  • Mega Man Legends, Mega Man Legends 2, and The Misadventures of Tron Bonne — I’m convinced I’m going to dig this series. Fun fact: as a kid, I could’ve gotten Mega Man Legends for my birthday, but I ended up getting Rampage World Tour instead, and that was that. It was an either/or situation! I remember being perfectly happy with it too.
  • Bomberman ’94 — this gets its own bullet point because it’s freaking Bomberman.
  • Strider 2 — I messed around a bit and had fun, but I was initially thrown off by being forced into the first Strider. Oh, right, that’s how you swap discs for PS1 Classics.
  • Mega Man 8 — I couldn’t resist buying this before the closure, but I’m also not in a rush.
  • Tokyo Jungle — do I… do I drop everything and replay this can’t-miss PSN exclusive? I’m still missing two trophies (“finish all challenges in a single playthrough” and “survive 100 years in Survival”), which doesn’t sit well with me. My cheetah is calling.

I’m not comfortable making a full-on “buy these PSN games!” list yet, but I’m happy to share my recent buys for fun and also for the possibility that it helps someone else in the mad dash to July.

While there are potentially more PS3 games for me to get before the July 2 deadline — I’m eying various missing entries in the Metal Gear Solid, Ratchet and Clank, and Sly Cooper series — I’m stepping back for now. The question is, beyond surface-level check-ins, what should I strive to finish first?

Filed under…

Published at Sat, 10 Apr 2021 16:00:00 +0000

Arcade Archives’ Saboten Bombers got its first ever home release this week

0

Arcade Archives’ Saboten Bombers got its first ever home release this week

Very silly fun from NMK

Hamster has decided to ramp up the silliness and the rarity when it comes to this week’s Arcade Archives release. Now available on PS4 and Nintendo Switch, NMK’s single-screen platformer Saboten Bombers has been made officially available for home consoles for the first time ever.

Released in Japanese arcades in 1992, Saboten Bombers sees 1-2 players control anthropomorphic cacti, running rampant through 50 levels of reckless, explosive-tossing chaos. The aim of the game is to take out each stage’s weird cast of enemies – including insects, killer fruit, plants, and giant boss characters – while ensuring our spiky friends stay a spine’s length from danger.

Oh, you also need to collect slices of cake for bonus points and extra lives. Sure, why not? And just in case things already sound a little too sensible for you, each stage takes place against the backdrop of a house interior… or a tropical paradise… or a picture of kittens. Incredibly silly stuff from a wonderful era of game development, where arcade designers – especially in Japan – often just threw anything at the wall to see what would stick.

Check out the fast-paced, infectiously dopey action in the video below, courtesy of YouTuber arronmunroe. Saboten Bombers is available to download now on PS4 and Nintendo Switch.

Published at Sat, 10 Apr 2021 14:00:00 +0000

I would very much like to holiday in the Dungeons of Hinterberg

0

I would very much like to holiday in the Dungeons of Hinterberg

A sociable hack ‘n’ slash

With so many games in production from so many developers, large and small, it’s pretty impossible to keep track of every interesting title that’s on the horizon. I try my best to remember those trailers that really catch my fancy, but for Dungeons of Hinterberg, I’m going to make an effort to keep it at the forefront of my mind.

From developer Microbird, Dungeons of Hinterberg takes place in the Austrian Alps, where the small town of Hinterberg has become a tourist destination due to its lush scenery and crisp mountain air. And also monsters. It’s a great place to holiday if you want to kill some monsters.

The game, currently in development for PC and consoles, will blend hack ‘n’ slash action RPG gameplay with social sim elements, giving players the ability to unwind and make some friends after doing some monster slaying and dungeon diving. Unfortunately, there isn’t a trailer just yet for it, but Microbird has been updating its Twitter feed with some particularly scrumptious little morsels that have me plenty excited.

Everything about this game looks right up my alley.

Dungeons of Hinterberg [Microbird OG]

Published at Sat, 10 Apr 2021 09:00:00 +0000

Destroy All Humans! remake lands on Switch in June with a £350 collector’s edition

0

Destroy All Humans! remake lands on Switch in June with a £350 collector’s edition

Nice planet. We’ll take it.

THQ Nordic has announced that it will be bringing its remake of old-school blow-’em-up Destroy All Humans! to Nintendo Switch on June 29, following its 2020 release on PS4, PC, and Xbox One. The publisher also revealed the existence of two high-priced collector’s editions, which will release exclusively in Europe and the UK.

Developed by studio Black Forest Games, Destroy All Humans! is a ground-up remake of the 2005 PS2 and Xbox release, and sees players step into the extra-terrestrial role of Crypto-137, who infiltrates Earth to locate his missing buddy, who vanished on a prior jaunt to our terrible, terrible rock. And when I say “infiltrate”, I mean he just kinda shows up and starts blowing the ever-loving shit out of everything and everyone.

The remake not only features a brand new engine, boosted visuals, and an overhauled control system, it also contains previously unfinished content cut from DAH!‘s original release. This Nintendo Switch port will come packaged with all previously released skins.

THQ Nordic released two further videos showcasing not one, but two premium physical editions for Destroy All Humans! Switch release. The “DNA Collector’s Edition” includes a boxed copy of the game, a stress-squeezer, a keychain, six art lithographs, and a “Crypto ‘n’ Cow” figurine for £140 (or around $190 USD). Hold your jaws, as the “Crypto-137 Collector’s Edition” includes a backpack, and replaces the Crypto ‘n’ Cow figurine for a 23-inch figurine of a the alien invader himself, for an eye-popping £350 (or roughly $480).

It should be noted that these editions were previously available for the PS4 and Xbox One release, and can still be found at certain retailers for a reduced price if you dig deep enough. Again, these collector’s editions are exclusive to Europe/UK. Destroy All Humans! is available now on PS4, PC, and Xbox One.

Published at Sat, 10 Apr 2021 11:00:00 +0000

Naughty Dog reportedly working on PS5 remake of The Last of Us, as Sony shifts focus to big-budget blockbusters

0

Naughty Dog reportedly working on PS5 remake of The Last of Us, as Sony shifts focus to big-budget blockbusters

Sony continues to turn away from niche releases

According to a report from Bloomberg’s Jason Schreier, Naughty Dog is at work on a PS5 remake of its miserable 2013 third-person adventure The Last of Us.

The supposed project is referenced by Bloomberg as part of a larger report on PlayStation’s growing focus on blockbuster video games, noting the designers, artists, and other developers within the PlayStation family who are growing uncomfortable with the corporation’s aggressive push toward mega-budget mega-sellers over all other projects.

This unrest has reportedly led to the disbandment of a Sony development division known as the “Visual Art Service Group.” This San Diego team – who have been working on many PlayStation releases in recent years – had been tasked with developing The Last of Us remake for Sony’s PS5 hardware, before Sony bosses handed off the project to original TLOU developer Naughty Dog. Bloomberg cites eight former members of the Visual Arts Service Group – who felt mismanaged, ignored, and undervalued – as its source. Neither Sony nor the group’s founder wished to comment on the matter.

Bloomberg’s report goes on to suggest that Sony Bend – the studio behind open-world survival title Days Gone – recently had its proposal for Days Gone 2 turned down. Following this, several members of the team were sectioned off to work alongside Naughty Dog on the Uncharted franchise. This action led to some of Sony Bend’s lead developers stepping away from the studio, concerned that Bend would soon be absorbed into Naughty Dog in its entirety.

For credence to the above story, one only need look at Sony Japan Studio, which has recently gone through a “restructure” in order to focus its key efforts entirely on Studio ASOBI – makers of PS5 title Astro’s Playroom. The restructure has led to a slew of long-time Sony alumni taking their leave of the company, including top-tier members of the Demon’s Souls, Bloodborne, and Gravity Rush teams. Sony has allegedly told developers that it has no further interest in creating smaller titles that are likely to only find cult or localized success.

All of the above news is bitterly ironic given how Sony essentially revolutionized gaming with the launch of PlayStation. Offering a wide variety of exciting, varied, and even experimental titles, PlayStation made gaming “cool” again and would see the recruitment of armies of new video game fans, many of whom hadn’t owned a console in years. To hear stories that Sony is putting all of its chips in the basket of just a few franchises, many of which will likely tread the path of “over-the-shoulder dude adventure,” is a disappointing turn of events, but perhaps inevitable in our modern, blockbuster-obsessed world of mainstream entertainment.

Sony’s obsession with blockbusters is stirring unrest within PlayStation [Bloomberg]

Published at Sat, 10 Apr 2021 03:00:00 +0000