While we got a peek at a few Xbox Game Studios projects during last week’s Developer Direct event, neither Bethesda nor Activision Blizzard made appearances. Fans of several Blizzard franchises won’t need to wait too long to find out what’s next for their favorite games, though, as the publisher has lined up several showcases to help mark its 35th anniversary.
The developer-led streams will include “major game announcements,” according to Blizzard. They’ll all air over the next few weeks. Here’s where and when you can watch each stream:
January 29. 12PM ET — World of Warcraft State of Azeroth (YouTube and Twitch)
February 4, 1PM ET — Overwatch Spotlight (YouTube and Twitch)
February 9, 12:30PM ET — Hearthstone Spotlight on the (YouTube and Twitch)
February 11, 5PM ET — Diablo 30th Anniversary Spotlight (YouTube and Twitch)
With Blizzard not holding a BlizzCon in either 2024 or 2025, the announcements at these showcases should help fill the gap until the event returns in September. “This is only the start of what we’ll share around our games this year,” Blizzard president Johanna Faries said.
The WoW showcase will take place just over a month before the Midnight expansion arrives on March 2. Among other things, the developers will share their roadmaps for both modern and classic WoW.
Overwatch 2 has been teasing a takeover of the game by the villainous Talon faction, and with the next season only a couple of weeks away, we’ll surely hear more about that. Maybe Blizzard will reveal the long-rumored Overwatch mobile spinoff here too (and hopefully an animated series).
The second Diablo IV expansion, Lord of Hatred, is set to arrive on April 28 with a new campaign and fresh classes in tow, so expect to learn more during that franchise’s showcase. Hearthstone fans will also soon get a better sense of what to expect for that game this year.
Blizzard developers working on Hearthstone and Warcraft Rumble have formed a new union, the latest in a series of labor wins at the Microsoft-owned studio. The over 100-person unit is represented by the Communication Workers of America (CWA), and counts “software engineers, designers, artists, quality assurance testers and producers” among its members.
Inspiration to form the new union came from the successful organizing efforts of Blizzard’s World of Warcraft workers last year. The staff behind the classic MMO formed the Warcraft Gamemakers Guild last year, and were followed by similar unions representing developers working on Diablo and Overwatch earlier in 2025. According to the CWA, over 1,900 workers at Blizzard are now represented by the organization.
The new union is arriving at a critical time. Blizzard’s parent company Microsoft made major cuts across its gaming division this summer, including layoffs that reportedly led to Blizzard winding down development on Warcraft Rumble. Union membership has flourished across Microsoft’s studios because of neutrality agreements the company signed with CWA respecting its workers’ right to organize at Activision Blizzard in 2022 and ZeniMax in 2024, but the environment is on the brink of possible change.
Aftermath reports that the neutrality agreement covering Activision Blizzard workers expires in October 2025, which could make forming future unions more difficult. Microsoft signed its first neutrality agreement to reassure regulators about its $68.7 billion acquisition of Activision Blizzard, but now that the deal is done and dusted, the company has less of a reason to play nice.
Call of Duty: Next is the annual event that brings creators and developers together to celebrate one of the most iconic franchises in gaming. This year, Call of Duty: Black Ops 7was front and center ahead of its launch on November 14, 2025, with members of Treyarch, Raven Software, High Moon Studios and the Beenox development team on hand to talk through all things Multiplayer, Zombies, Call of Duty: Warzone, as well as Call of Duty: Mobile. We also got fresh details on this weekend’s upcoming Call of Duty: Black Ops 7 Beta! Read on for a full recap from today’s event.
It’s a Multiplayer Overload
Black Ops 7 will feature a staggering 18 maps at launch and today we got a deeper look at a handful of them with Blackheart, Cortex, Exposure, The Forge, Imprint, and Toshin – all of these will be available to play in the upcoming Beta.
As members of the Multiplayer development team from Treyarch explained, one of the key elements they’re focused on this year is adding innovative features to the Multiplayer experience, so it feels great for a wide range of players. Part of that feeds into some of the new biomes, which include covert Guild facilities in Japan, David Mason’s childhood cabin in the Alaskan wilderness, and a high-tech solar array in the Australian Outback.
Alongside existing modes like Team Deathmatch, Domination, and Hardpoint, we also got our first look at the new Overload game mode (part of the upcoming Beta and available at launch).
Here, teams will fight for control of the Overload Device, which they must pick up and carry into one of the enemy’s two control zones. The device’s position is shown via HUD and Tac-Map, and any Operator carrying it receives extra map intel. The device changes hands throughout the match in a great tug of war, rewarding the team who can get the item and protect their carrier at all costs on their way to overload the enemy and win the match.
We also learned that Omnimovement – the freeform movement system introduced in Black Ops 6 – will be further refined, keeping the action feeling fresh and fluid, while introducing a new wall jump ability. You will now be able to propel over gaps, reach higher surfaces (you can wall jump up to three times in a row), and some maps will even feature steep drops where you’ll need to wall jump to make it to safety.
Treyarch also detailed some other new features coming to Black Ops 7, like the Overclock System, which will bring further customization options to your Equipment, Field Upgrades, and Scorestreaks. You can unlock these abilities through repeated use and then pick the bonus that feeds best into your style of play. Also, for the first time, players will be able to share Weapon Builds! Each build will generate a code that you can then share with your friends and gaming community.
Zombies is getting the band back together! After Weaver, Grey, Carver, and Maya fight for their lives, they’ve been thrust into the Dark Aether where they meet up with some faces long-time fans may remember: Dempsey, Nikolai, Takeo, and Richtofen (learn more about the crew here). Now with all 8 heroes ready, we can experience one of the biggest updates yet to Call of Duty: Zombies.
Ashes of the Damned is set up to be the biggest round-based Zombies map in Black Ops history, featuring six unique regions in Janus Towers Plaza, Vandorn Farm, Blackwater Lake, Ashwood, Exit 115, and Zarya Cosmodrome. Here you’ll explore more about the inner workings of the Dark Aether, a purgatory-like location that comprises scattered time periods and dimensions.
We also got a look at some of the new features, like the new Wonder Vehicle, Ol’ Tessie. It’s a rusted pick-up truck that serves as the crew’s method of transportation through the malevolent fog coating the Dark Aether. It’ll be up to you to keep it running by collecting repair modules and upgrades, like mounting the DG-2 turret and with the assistance of T.E.D.D. (a robot bus driver introduced in Call of Duty: Black Ops II). Other new features include a Fireworks ammo mod (bullets have chance to shoot fireworks at enemies); Wisp Tea (summons an ethereal companion); and a new Wonder Weapon, the Necrofluid Gauntlet, an ancient gauntlet that can shoot and skewer targets at range.
Prepare to Deploy to New Call of Duty: Warzone POIs
For Call of Duty: Warzone, we got a fresh look at the new Haven’s Hollow Resurgence map, which is a small riverside town, complimented with an antique Main Street. Players will be battling through a rural setting that takes you from the riverfront to the foothills. In addition to the new Resurgence map, we were also treated to a preview of two POIs arriving in Verdansk : all-new Signal Station and remastered Factory.
The developers also walked through some of the upcoming gameplay changes, like no default Tac Sprint but all Operators’ baseline movement speed will be increased. , t In addition, players can access enhanced movement with Perk options, such as the Combat Roll as part of the Mountaineer Perk and Tactical Sprint as part of the Sprinter Perk.
We also got a look at the upcoming Season 9 for Call of Duty: Mobile, which is celebrating its 6th anniversary this year. There will be an upcoming collaboration with WWE superstars Alexa Bliss and Undertaker, as well as the the return of the fan-favorite Mythic Ghost Operator Skin.
The developers also showcased a new mode coming soon to Call of Duty: Mobile — DMZ: Recon. This is their take on the extraction shooter genre based on DMZ from Call of Duty: Modern Warfare II, taking place on the new Serpent’s Island map.
Check out the official Call of Duty: Blog for more info about all the news for Call of Duty: Mobile.
Play the Call of Duty: Black Ops 7 Beta This Weekend!
Starting October 1, you can preload Call of Duty: Black Ops 7 Beta. It will feature a lot of the Multiplayer content shown during Call of Duty: Next, plus the new Zombies Survival map, Vandorn Farm.
Players who have pre-ordered Black Ops 7 or players who have a subscription to select Game Pass plans can start playing when early access begins on October 2; the Open Beta kicks off on October 5 for everyone else (terms).
During the Beta you’ll be able to track and compare stats, show off your progress, and compare your skills with friends. Starting October 3 at 9am PT, your Multiplayer and Zombies stats will be ready to view here at callofduty.com/bo7betastats.
Call of Duty: Black Ops 7 launches November 14, 2025, for Xbox Series X|S, Xbox One, Xbox on PC, and Cloud – with support for Xbox Play Anywhere and day one with Game Pass Ultimate and PC Game Pass – as well as PlayStation 4 & 5, Battle.net, and Steam. Pre-order any digital edition or subscribe to select Game Pass plans to receive Early Access to the Open Beta, as well as the Reznov Challenge Pack and Guild Override Weapon Camo (terms). Learn more here.
Call of Duty®: Black Ops 7 – Vault Edition
Activision Publishing Inc.
☆☆☆☆☆
★★★★★
$99.99
Pre-order any digital edition and receive:
– Early Access to the Open Beta*
— Early Access starts on October 2
— Open Beta access (available for all players) starts on October 5
– Items for immediate use in Call of Duty®: Black Ops 6 and Call of Duty®: Warzone™**:
— Reznov Challenge Pack – unlock the SOG Reznov Operator Skin. Plus, get access to unlock the Stalingrad Reznov and Memory Reznov Operator Skins
— Guild Override Weapon Camo – unlock the Guild Override dynamic Weapon Camo
The Vault Edition includes:
– Cross-Gen Bundle of Call of Duty®: Black Ops 7
— Includes Xbox Series X|S, Xbox One and Xbox PC versions of the game
– BlackCell (1 Season)***
— Includes: Battle Pass, 20 Tier Skips, 1,100 CP and more
– Operator Collection
— 4 Operator Skins: Harper, Karma, T.E.D.D. and Reaper EWR-3
– Mastercraft Collection
— 5 Mastercraft Weapons
– Ultra GobbleGum Pack for Zombies
— 8 GobbleGums of Ultra rarity for Black Ops 7
– Permanent Unlock Token for Black Ops 7 (available at launch)
In Call of Duty®: Black Ops 7, Treyarch and Raven Software are bringing players the most mind-bending Black Ops ever.
The year is 2035 and the world is on the brink of chaos, ravaged by violent conflict and psychological warfare. David Mason leads an elite team on a covert mission to the sprawling city of Avalon. While there, they discover a sophisticated plot that won’t just plunge the world into chaos, it will pull them into their own haunting pasts.
Squad up or go solo in an innovative Co-Op Campaign that redefines the Black Ops experience.
Multiplayer explodes out of the gate with 16 electrifying 6v6 maps and two 20v20 maps at launch. Master a cutting-edge arsenal and outmaneuver your enemies with an evolved Omnimovement system.
In Treyarch’s legendary Round-Based Zombies mode, the nightmare begins where reality ends. Trapped in the heart of the Dark Aether, the crew is thrust into a vast, ever-shifting hellscape.
Game requires a Game Pass Core subscription (sold separately).
TPM 2.0 and Secure Boot required for PC, other security measures may be enforced. Learn more at https://support.activision.com/tpm.
*Actual launch date(s), time(s), and platform availability of Beta subject to change. See www.callofduty.com/beta for more details. Minimum Open Beta duration is 2 days. Limited time only. Internet connection required. Game Pass Core subscription may be required for Beta.
**Call of Duty®: Black Ops 6 or Call of Duty®: Warzone™ on Xbox Series X|S / Xbox One / Xbox PC required to redeem. Sold / downloaded separately. Must be redeemed by November 14th, 2026.
***BlackCell, Battle Pass, Call of Duty® Points and Tier Skips will be accessible in Black Ops 7 upon availability of the Season 1 Battle Pass in-game. Redemption applies to one Season of the Black Ops 7 Battle Pass only.
Content, features, services, online play, and support not available in all regions, and may vary, change, or terminate.
Requires an Activision account and acceptance of the Activision Software License and Services Agreement. A mobile phone number linked to your Activision account may be required to play Black Ops 7.
Additional storage space may be required for mandatory game updates.
For more information, please visit www.callofduty.com.
Call of Duty®: Black Ops 7 – Vault Edition Upgrade
Activision Publishing Inc.
☆☆☆☆☆ 64
★★★★★
$30
Upgrade to the Vault Edition and receive the following bonus content*:
– BlackCell (1 Season)**
— Includes: Battle Pass, 20 Tier Skips, 1,100 CP and more
– Operator Collection
— 4 Operator Skins: Harper, Karma, T.E.D.D. and Reaper EWR-3
– Mastercraft Collection
— 5 Mastercraft Weapons
– Ultra GobbleGum Pack for Zombies
— 8 GobbleGums of Ultra rarity for Black Ops 7
– Permanent Unlock Token for Black Ops 7 (available at launch)
*Requires existing ownership of the digital version of the Call of Duty®: Black Ops 7 – Cross-Gen Bundle on Xbox Series X|S / Xbox One / Xbox PC (sold separately), or active subscription to select Game Pass plans (Game Pass Ultimate, Game Pass PC, or Game Pass Console).
**BlackCell, Battle Pass, Call of Duty® Points and Tier Skips will be accessible in Black Ops 7 upon availability of the Season 1 Battle Pass in-game. Redemption applies to one Season of the Black Ops 7 Battle Pass only.
For more information, please visit www.callofduty.com.
Pre-order any digital edition or subscribe to select Game Pass plans* and receive:
– Early Access to the Open Beta**
— Early Access starts on October 2
— Open Beta access (available for all players) starts on October 5
– Items for immediate use in Call of Duty®: Black Ops 6 and Call of Duty®: Warzone™***:
— Reznov Challenge Pack – unlock the SOG Reznov Operator Skin. Plus, get access to unlock the Stalingrad Reznov and Memory Reznov Operator Skins
— Guild Override Weapon Camo – unlock the Guild Override dynamic Weapon Camo
Includes:
– Cross-Gen Bundle of Call of Duty®: Black Ops 7
— Includes Xbox Series X|S, Xbox One, and Xbox PC versions of the game
In Call of Duty®: Black Ops 7, Treyarch and Raven Software are bringing players the most mind-bending Black Ops ever.
The year is 2035 and the world is on the brink of chaos, ravaged by violent conflict and psychological warfare. David Mason leads an elite JSOC team on a covert mission to the sprawling Mediterranean city of Avalon. While there, they discover a sophisticated plot that won’t just plunge the world into chaos, it will pull them into their own haunting pasts.
Squad up or go solo in an innovative Co-Op Campaign that redefines the Black Ops experience. Take on high-stakes challenges across a wide spectrum of environments, from the neon-lit rooftops of Japan to the Mediterranean coast, and even into the deepest corners of the human psyche.
Multiplayer explodes out of the gate with 16 electrifying 6v6 maps and two 20v20 maps at launch. From futuristic Tokyo vistas to the frozen, unforgiving wilds of Alaska, every environment is brimming with danger and opportunity. Master a cutting-edge arsenal and outmaneuver your enemies with an evolved Omnimovement system.
In Treyarch’s legendary Round-Based Zombies mode, the nightmare begins where reality ends. Trapped in the heart of the Dark Aether, the crew is thrust into a vast, ever-shifting hellscape. This isn’t just survival. It’s a descent into madness.
Game requires a Game Pass Core subscription (sold separately).
TPM 2.0 and Secure Boot required for PC, other security measures may be enforced. Learn more at https://support.activision.com/tpm.
*Requires active subscription to Game Pass Ultimate, Game Pass PC, or Game Pass Console. Subscribers must login to Call of Duty®: Black Ops 6 or Call of Duty®: Warzone™ on Xbox Series X|S / Xbox One / Xbox PC by November 14, 2025 to redeem the Reznov Challenge Pack.
**Actual launch date(s), time(s), and platform availability of Beta subject to change. See www.callofduty.com/beta for more details. Minimum Open Beta duration is 2 days. Limited time only. Internet connection required. Game Pass Core subscription may be required for Beta.
***Call of Duty®: Black Ops 6 or Call of Duty®: Warzone™ on Xbox Series X|S / Xbox One / Xbox PC required to redeem. Sold / downloaded separately. Must be redeemed by November 14th, 2026.
Content, features, services, online play, and support not available in all regions, and may vary, change, or terminate.
Requires an Activision account and acceptance of the Activision Software License and Services Agreement. A mobile phone number linked to your Activision account may be required to play Black Ops 7.
Additional storage space may be required for mandatory game updates.
For more information, please visit www.callofduty.com.
Activision Blizzard and Microsoft’s Call of Duty franchise could take its blockbuster success to the big screen.
According to Puck’s Matt Belloni, Paramount is currently negotiating for film rights to the long-running shooter series. Getting this IP is said to be a “tough priority” for new Paramount head David Ellison, since it’d be another major gaming property in the studio’s portfolio after Sonic the Hedgehog. There’s a new Call of Duty game annually—Treyarch and Raven’s Black Ops 7 lands in November—and typically among the bestselling titles of each year.
Way back in 2015, Activision Blizzard opened a movie studio to kickstart a Call of Duty cinematic universe, starting with a film that never materialized. The publisher hasn’t tried making a movie since then, as it’s had a busy couple of years. But now it’s part of Xbox, which is slowly embracing adaptations: along with the now-ended Halo show, there’s a Gears of War movie coming and a TV show based on Obsidian’s Grounded. (Blizzard games Overwatch and Diablo also had shows in the works, but the developer’s deal with Netflix fell through.)
What does a Call of Duty movie look like? That’s a good question, since the series has jumped between various real and fictional wars over its 21-year lifetime, from World War II to the modern day and far future. (Don’t forget the one set in space!) Or failing that, it could always take the easiest route possible and do a movie based on the ever-popular Zombies or Warzone modes.
Today, October 28, reviews went live for Dragon Age: The Veilguard. I reviewed it here at Kotaku, and despite being jaded toward the series for the better part of a decade, I really loved the long-awaited fourth entry. Right now it sits at a strong 84 on review aggregate site Metacritic, which is about in line with where these games typically land. The original Dragon Age: Origins sits at an 86, with Inquisition, the series’ third entry, landing close by at 84. Meanwhile, Dragon Age II, probably the most divisive game in the series, sits at 79. As much as I loved my time with The Veilguard, I knew it would elicit some pretty divergent reactions from folks. There are 10s and there are some more middling scores. You can even find some folks straight-up saying they “do not recommend” the game, like YouTuber Skill Up does while discussing all his problems with BioWare’s latest entry. But what’s the issue? What are folks so split on? Well, everything, it sounds like. – Kenneth Shepard Read More
Image: Square Enix, 505 Games, Capcom, Ryu Ga Gotoku Studios / Sega, Blizzard, Sega, Blizzard, Kojima Productions, Screenshot: Capcom
It’s the start of a new month, which means there’s a host of hot, new games coming your way. It can get overwhelming, scanning through the various game marketplaces to decide what you should spend your hard-earned money on, so we’ve gathered 34 games coming out this month that we’re stoked for. We’ve also spotted some great sales you may want to take advantage of, like Eiyuden Chronicle: Hundred Heroes, the original Resident Evil trilogy, Diablo 4 ahead of its huge expansion, and a bunch of turn-based RPGs at a steal.
We also beg you to check out Yakuza 0 before watching the upcoming Amazon Prime series, let you in on the things we wish we knew before playing the Dead Rising Deluxe Remaster, and highlight everything Hideo Kojima is working on. Click through for all the helpful hints of the week. You’re welcome.
Video game actors are going on strike for the first time since 2017 after months of negotiations with Activision, Epic Games, and other big publishers and studios over higher pay, better safety measures, and protections from new generative AI technologies. They’ll be hitting the picket line a year after Hollywood actors and writers wrapped up their own historic strikes in an escalation that could have big consequences for the development and marketing of some of the industry’s biggest games.
Kotaku’s Hopes For Spyro The Dragon’s (Reported) Comeback
Members of the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) voted last fall to authorize a strike citing an unwillingness of big game companies to budge on guaranteeing performers rights over how their work is used in training AI or creating AI-generated copies. Roughly 2,600 voice actors and motion capture artists, including talents like Troy Baker from The Last of Us, Jennifer Hale from Mass Effect, and Matt Mercer from The Legend of Zelda: Tears of the Kingdom, have been working without an Interactive Media Agreement since November 2022. The strike starts on July 26 at 12:01 a.m.
“The video game industry generates billions of dollars in profit annually. The driving force behind that success is the creative people who design and create those games,” chief negotiator Duncan Crabtree-Ireland said in a statement. “That includes the SAG-AFTRA members who bring memorable and beloved game characters to life, and they deserve and demand the same fundamental protections as performers in film, television, streaming, and music: fair compensation and the right of informed consent for the A.I. use of their faces, voices, and bodies. Frankly, it’s stunning that these video game studios haven’t learned anything from the lessons of last year – that our members can and will stand up and demand fair and equitable treatment with respect to A.I., and the public supports us in that.”
“We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations, spokesperson Audrey Cooling for the companies involved in the Interactive Media Agreement said in an emailed statement. “We have already found common ground on 24 out of 25 proposals, including historic wage increases and additional safety provisions. Our offer is directly responsive to SAG-AFTRA’s concerns and extends meaningful AI protections that include requiring consent and fair compensation to all performers working under the IMA. These terms are among the strongest in the entertainment industry.”
While games set to come out this fall like Dragon Age: The Veilguard, who’s recently revealed voice cast includes several guild members, likely already have their voice and motion-capture work completed, the strike means SAG-AFTRA members would be unavailable for projects that are years out, and wouldn’t be around to record for any potential last-minute re-writes for things that are closer to coming out. Games relied much less on actor performances in the past, but most popular franchises are now fully voice-acted, with the biggest-budget productions using motion capture to transfer actors’ real-life performances, frame by frame, into the game.
The last time video game actors went on strike in 2016, it was primarily over pay rates and lasted a entire year. It’s unclear if the strike this time around will be over any sooner. Unlike with the issue of higher pay, people involved in the current negotiations say that the lack of AI protections poses an existential threat to actors and their creative output. Just this week, Wired reported that companies like Activision Blizzard and Riot Games were moving ahead with using generative AI tools to help create concept art and even potentially assets that would make it into finished games like Call of Duty: Modern Warfare 3.
“Eighteen months of negotiations have shown us that our employers are not interested in fair, reasonable A.I. protections, but rather flagrant exploitation,” said negotiating committee chair Sarah Elmaleh said in a statement. “We refuse this paradigm—we will not leave any of our members behind, nor will we wait for sufficient protection any longer. We look forward to collaborating with teams on our Interim and Independent contracts, which provide A.I. transparency, consent and compensation to all performers, and to continuing to negotiate in good faith with this bargaining group when they are ready to join us in the world we all deserve.”
SAG-AFTRA video game voice actors are set to hold a panel featuring Ashly Burch (Horizon Forbidden West), Noshir Dala (Red Dead Redemption II), and others at San Diego Comicon later this week on July 26.
Update 7/25/2024 3:42 p.m. ET: Added a statement from the game companies.
A Call of Duty: Black Ops 6 campaign that looks like Mission: Impossible by way of an Adam Curtis documentary, a Gearsof War prequel that shows fans E-Day and the birth of the series’ iconic “Lancer” chainsaw gun, and a trailer that showed Perfect Dark isn’t just still alive, it’s potentially thriving. Microsoft’s 2024 summer showcase was the best that Xbox has looked going back to the Xbox One years. But it’s come at a huge price, and one the company doesn’t seem ready to acknowledge publicly.
Thank You, PS Plus, For Making My Backlog Even Bigger
Insiders had been hyping the showcase for days, in part due to the fact that its full list of reveals and announcements had already leaked to some in the media and beyond. Fans have been burned before, expecting Xbox to finally turn a corner only to have the football pulled once again and realize the platform is still in another one of its inescapable “rebuilding” years. The proof is always in the games themselves, and how successful they are can only really be determined once they get into players’ hands. For now, though, the showcase delivered.
There was over sixty minutes of games big and small, offering everything from zombie survival to nostalgic teen hangout, punctuated by massive first-party franchises and third-party teases. If you own an Xbox Series X/S there will be plenty to play this year and next. Xbox game studios head Matt Booty’s perennial promise for a steady cadence of quarterly Xbox games worth showing up for might finally come true. The only thing missing from the event was any accountability for what, and who, Microsoft has sacrificed to get here.
It’s been just over a month since the company announced it’s shutting down three studios and reshuffling a fourth. One of the casualties, Tango Gameworks, and its 2023 hit Hi-Fi Rush, seemed to symbolize the best of Xbox in the Game Pass era: a hyper-stylized passion project from a newer team that wowed critics and won awards and wouldn’t have been possible without the “let a thousand flowers bloom” strategy behind the platform’s pivot to a Netflix-like subscription library. In a crushing reversal, however, the deep-pocketed tech giant cut the team, along with storied immersive sim makers Arkane Austin and others. According to internal comments from Booty and the head of parent company Zenimax, there just wasn’t enough bandwidth for one of the three most valuable companies in the world to manage so many studios.
The bad news and bullshit explanation might not have gone down like a lead balloon if Microsoft hadn’t announced mass layoffs just months earlier across several departments, including newly acquired Activision Blizzard. The cuts hit everyone from the Overwatch 2 team to Call of Duty makers Sledgehammer Games, and included the cancellation of Odyssey, a survival crafting fantasy game that might have become the first new franchise from Blizzard in nearly a decade. Microsoft spent $69 billion on the acquisition, Microsoft Gaming CEO Phil Spencer toured the Activision Blizzard King offices shortly after the deal was finalized last fall, and then in early 2024 the mask came off.
Microsoft Gaming CEO Phil Spencer blamed the heel turn on a combination of investor pressure and the stagnation of the console gaming market in interviews with Game File and Polygon. In other words: capitalism. But the complete closure of Tango Gameworks, originally founded by Resident Evil director Shinji Mikami to train a new generation of creatives, seemed especially capricious. The Xbox team didn’t mention the developers it’s laid off and their contributions in its remarks to a live audience ahead of the showcase today, or during the pre-recorded event itself. (Even after learning its fate, Arkane Austin worked hard to push out Redfall’s much-needed final update.)
Instead, Spencer opened the showcase by promoting Black Ops 6 and the company’s desire to bring one of the most popular franchises to even more players through the power of a $17-a-month subscription. It maybe wasn’t surprising given the billions Microsoft paid to acquire the series, but the choice to open the show this way underscored the new reality of an Xbox brand that now needs to make a return worthy of all of those investments. “I haven’t been talking publicly about this, because right now is the time for us to focus on the team and the individuals,” Spencer told IGN later in the day, away from the hundreds of thousands of fans tunning into the showcase.
He continued:
It’s obviously a decision that’s very hard on them, and I want to make sure through severance and other things that we’re doing the right thing for the individuals on the team. It’s not about my PR, it’s not about Xbox PR. It’s about those teams. In the end, I’ve said over and over, I have to run a sustainable business inside the company and grow, and that means sometimes I have to make hard decisions that frankly are not decisions I love, but decisions that somebody needs to go make.
The showcase, meanwhile, didn’t even clear the bar set days prior by Geoff Keighley at the Game Awards host’s own showcase. Xbox president Sarah Bond, who responded with corpo word salad when asked about studio closures last month, closed out the Xbox showcase by pointing to the future instead of dwelling on the recent past. “It’s our mission to make Xbox the best place to play, by including our own studios’ games on Game Pass at launch, by bringing your games into the future with our commitment to game preservation, by pushing the boundaries in our future hardware, and to empower you to play your games wherever you want on Xbox console, PC, and cloud,” she said. “This is what defines Xbox today and in the future, and we’re hard at work on the next generation.”
It was a commitment aimed at reassuring fans still recovering from the shock of the brand’s recent pivots. But the future is built on the past, and every shiny new Xbox game now comes with the question of what will happen to the teams Microsoft has purchased or partnered with, once it no longer feels like they serve its bottom line.
Update 6/9/2024 9:10 p.m. ET: Added comments from Spencer’s post-show interview with IGN.
After shutting down multiple Bethesda studios, Xbox and Bethesda leadership held a town hall meeting with staff to discuss the closures, explaining that the company’s studios had been spread too thin and that it wanted to focus on fewer projects moving forward.
Thank You, PS Plus, For Making My Backlog Even Bigger
On May 7, Xbox announced that it was closing three studios—Tango Gameworks (Hi-Fi Rush), Arkane Austin (Redfall), and Alpha Dog Games (Mighty Doom)—with a fourth support studio, Roundhouse Studios, being absorbed by the team behind Elder Scrolls Online. According to a new report, on May 8, in the aftermath of these surprising shutdowns, Xbox President Matt Booty and Zenimax head Jill Braff held a large meeting with staff and laid out the reasoning behind the cuts.
As reported by Bloomberg, during the meeting Booty praised Hi-Fi Rush, but wouldn’t go into specific details on why the studio behind the colorful action game had been shut down.
Speaking more broadly about the closings, Booty reportedly explained that Xbox and Bethesda’s studios had become spread too thin, like “peanut butter on bread,” and that team leaders felt understaffed. The idea being that by closing studios, Xbox would free up resources elsewhere within the company. Booty also told staff at the meeting that Akrane Austin’s closing had nothing to do with Redfallflopping with fans and critics.
Reportedly both Tango and Arkane Austin had pitched games to work on next, including a Hi-Fi Rush sequel and possibly a new Dishonored or similar single-player immersive sim-like game. Those likely won’t happen.
Braff allegedly said that she hoped the closing of some studios would allow Bethesda/Zenimax to focus on fewer projects in the future.
“It’s hard to support nine studios all across the world with a lean central team with an ever-growing plate of things to do,” she said, according to a recording Bloomberg reviewed. “I think we were about to topple over.”
Tango and Arkane were trying to hire more people while pitching new games, and both Braff and Booty reportedly suggested that the long, expensive road those teams faced before being able to release something new was the main reason for closing the studios, implying that it was just bad timing as Microsoft looks to trim down costs and overhead. It’s reported that more cuts are likely for Xbox, according to people who spoke to Bloomberg.
It’s also reported that ever since the massive $69 billion Activision Blizzard acquisition in 2023, Microsoft leaders have been ramping up their scrutiny of the Xbox division. The Verge reported on Wednesday that executives at Microsoft and Xbox had discussed not adding Call of Duty games to Game Pass, and raising the price of Game Pass Ultimate. However, nothing is concrete yet.
Microsoft’s leaders taking a bigger interest in Xbox might help explain why Booty and others are looking to cut costs. Either way, it’s likely more folks at Xbox will lose their jobs in the future.
Activision studio Toys for Bob has announced that it’s leaving the corporate rat race and is spinning off as an independent developer. This comes just weeks after Activision Blizzard’s parent company Microsoft instituted sweeping layoffs at Toys for Bob that impacted 86 employees. That’s more than half of the entire staff.
The developer said the choice to go indie will allow it to return to “being a small and nimble studio”, harkening back to its early days of the 1980s and 1990s when it made hit titles like Star Control. To that end, the company says it’s already developing a new game, though there won’t be any official announcements for a while.
Additionally, there looks to be no hard feelings for former parent company Activision and, uh, grandparent company Microsoft. Toys for Bob said that both entities have “been extremely supportive of our new direction and we’re confident that we will continue to work closely together as part of our future.”
Video game publisher Activision Blizzard has been embroiled in controversy within the last few years, from allegations that a culture of sexual harassment was allowed to thrive to reports of union-busting by management. But in January 2024, when a new lawsuit was filed against the Call of Duty and Overwatch publisher, many were shocked to read what it was in reference to: A 57-year-old former ActiBlizz exec alleged that he left the company because of ageism. According to the lawsuit, then-CEO Bobby Kotick said that the company’s problem was that there were “too many old white guys” working there.
Though race and gender traditionally get more attention in calls for a more diverse game industry—one where whiteness and maleness remain the norm—age discrimination is a hot-button issue as well. According to a 2019 survey from the International Game Developers Association, only 9% of game developers are 50 years old or older. As the people behind iconic, genre-defining games approach and surpass middle age, how do their peers treat them? Have they noticed a shift in the way developers work, or how games are made?
I sat down with Gears of War designer Cliff Bleszinksi on one call and Ultima Underworld creator Warren Spector, Apogee Software founder Scott Miller, and Nightdive Studios head of business development Larry Kuperman on another, to chat about navigating the game world after spending decades in it.
Photo: Mark Davis (Getty Images)
The demands of game development
“I’m gonna go on record saying I think I’m the oldest person who isn’t running stuff or on the business side,” Spector, who is 68, proclaims early on in the conversation. He’s referencing the phenomenon by which former developers transition to the business side of game dev, which many chalk up to the intense demands of video game development cycles.
Spector started in the board game world before moving to digital games in 1989, Miller (who pioneered gaming’s episodic release format) shipped his first in ‘85, Kuperman has been involved in games since 2001, and Bleszinski joined Epic Games in ‘92. Of the four, Spector is the only one solely working on the development side, while the rest are now mostly focused on the business end or, in Bleszinski’s case, out of games almost entirely.
I ask if the volatility and demands of the industry, which has seen more than 6,000 layoffs in the first month of 2024 alone, are why companies can’t or won’t retain older talent. “Some people find an ever-changing environment invigorating,” Spector suggests. “That’s one of the reasons I’ve lasted this long…things change so rapidly that you’re constantly acquiring not only new knowledge but new skills.”
But he acknowledges how competitive and tough the games industry can be. “The difficulty of the work, the low pay, drives even young developers away,” he points out while suggesting that, in his experience, the average “lifespan” of a programmer is about five to seven years due to the intense nature of their work.
“There’s a certain type of developer that’s a kind of self-flagellating monk that lives for that [intense] work ethic,” Bleszinski says during our conversation. “And then there’s a certain amount of peer pressure where you have deadlines and then someone goes home at six o’clock at night to their family, and then the other people are still at their desks—they don’t say it, but deep down they’re thinking, ‘I’m gonna be here until midnight, fuck that guy.’ A lot of that comes from the top…my producer on Gears, Rod Ferguson, I believe is one of the best in the business, but he lives for the work. He’s just an absolute workaholic.”
With crunch becoming an increasingly popular issue within the industry, and workers campaigning for union protections and a better work/life balance, can studios expect their developers to work the way they once did?
“The industry thrives on hungry game developers that are just happy to get an okay salary and free Mountain Dew and Doritos,” Bleszinski says. “If crunch is enforced, they’ll do it, but they’re gonna be very resentful towards the company…plus you get to a certain age where you hit the point where you’re like, ‘fuck you, pay me’.”
Image: Apogee Entertainment
The promise of indies, the problem of layoffs
Though Spector, Miller, and Kuperman don’t hesitate to disagree on the topics we cover (they playfully throw barbs about the validity of the games-as-a-service business model), they wholeheartedly agree on one thing: The nuts and bolts of game development have dramatically shifted since they started their careers, and much of that shift can be attributed to the availability and approachability of today’s game engines.
“We used to have to create engines from scratch, and that limited access,” Spector points out. “Now, youngsters right out of school, in their garage, can actually make games without learning Assembly, like Richard Garriot [the creator of the Ultima series] had to. So I think that’s a large reason why you don’t see as many older developers, because the youngsters are using those available tools.”
Miller, who is still “deeply involved” in making games, concurs: “We’re in the era now where two people can do what 20 people did back in the ‘90s.” He brings up last year’s action game, Turbo Overkill, which Apogee published. “95% of that game was made by one guy. We helped him up with the music and voiceover, but this is a game that would’ve taken 25 to 30 people back in the ‘90s. It’s just a remarkable piece of work.”
And for them, in today’s game economy, innovation like that can only be found at indie studios. “I like being at the indie level,” Miller says. “I think we can all agree on that,” Kuperman chimes in. “There’s just so much innovation going on at the indie level that you’re not seeing at the big boy level because it’s too costly to take a risk,” Miller suggests.
What about those “big boy” studios, and the thousands of layoffs they’ve doled out in the last month alone? How do industry mainstays feel about the layoffs, and the future of the industry? For Spector, there’s no fear in gaming’s future, just apprehension towards those leading it: “It sounds like [companies] just over-hired during the early days of the pandemic, and it’s bad management that’s resulting in overstaffing. That doesn’t mean there’s a fundamental flaw. It means we have some bad managers at the top of companies.”
Kuperman steps in, pointing out that “Scott [Miller] has been kinda leading the way in hiring back up people from kindred companies.” Miller reiterated Spector’s talking points, suggesting that “games suddenly were selling 30 to 50% better than normal” during covid, and studios went on a hiring spree.
The conversation circles back around, once again, to the promise and allure of indie studios in the modern financial climate. “I don’t have 150 or 200 employees to lay off…but the layoffs are coming at Mega Corp,” Kuperman says. “And in the meantime, there are lots of indie developers that are not only thriving, but are looking to scale up.”
Variety
Ageism and diversity in the video game industry
Though we laugh a bit about how we all came together—thanks to Bobby Kotick (himself a 61-year-old man) allegedly partaking in ageism—the tone does get somewhat serious when discussing the issue of age discrimination. Miller and Spector deny facing any sort of ageism during their decades in the industry, but Kuperman has a personal anecdote that’s stayed with him for years.
After working remotely for GameStop for two years as a business development manager, he was let go at 57 years old. “There I was, with a great resume, you know, successful in games, I had worked with every major company, my client list went from Activision to Zenimax…I sent out my resume, my applications to all of these companies that I had worked with—they all knew what I could do and my capabilities. And they all turned me down,” Kuperman recalls. “And the one that was the most offensive—I won’t say who it was—but they took the time to explain to me that I was not a ‘cultural fit.’ I got this explanation that I was not a cultural fit while I was working from home wearing a Ramones T-shirt. I knew what they meant, right? That I was not gonna fit in with their twenty- and thirty-somethings.”
Bleszinski believes older members of the industry are still in it either because they didn’t get “fuck you” money or because they genuinely love what they do—from our convo, it’s clear that his time churning out AAA games left him somewhat jaded. “Talking about ageism—once a person gets married and has kids and whatnot, you know, they’re going to put in their eight hours and they’re gonna go the fuck home,” Bleszinski says. “I tell people, get ‘fuck you’ money, and then get the fuck out.”
Spector, Miller, and Kuperman are all now indie darlings, so their experience is vastly different from Bleszinski’s, who had to be the face of a massive AAA franchise while still actively working on it. But all of them still agree that game development can often feel like a young person’s, well, game. Part of that has to do with the demands of the work, sure, but there’s an accessibility problem, as well.
“My twitch skills are not what they used to be,” Spector points out. “People don’t believe me that there are physical changes in your body as you get older. But there are, and I am physically not able to work the kinds of hours I used to. I am physically not able to keep up with 12-year-olds, 34-year-olds [referencing my age] playing games anymore. So I need to find a somewhat different role in development, and I’m lucky enough that I’ve been able to carve out a different role. But a lot of people might just say, ‘I don’t want to do that anymore’ and self-select out.”
Image: Naughty Dog
“The thing is, for me, my vision,” Kuperman says. He struggles with contrast in games, and can get frustrated when he can’t see important features like doors. “But I’m lucky because [my studio] NightDive is now part of Atari, so I now have support mechanisms that I didn’t have before.”
But how does the industry, as a whole, do when it comes to accessibility and diversity?
“It’s not just age and it’s not just physical—divergent thinking is not very well-supported,” Spector says. “Every way you can think about diversity, we do a bad job…we don’t get a lot of resumes from older developers or people who think differently or people of color…that’s an area where I think younger developers are going to have to lead the charge.”
He continues. “I’m only speaking for myself but, I like the past when I was able to work until three in the morning and sleep under my desk and drive home and have no idea how I got home. I kind of miss those days of comradery in the foxhole. Younger developers don’t wanna do that, and it’s a good thing ‘cause I can’t do it anymore. So it’s good that they’re thinking that way…the world has changed for the better.”
Last week, Microsoft laid off 1900 video game workers across its various studios. This included cuts at recently acquired Activision Blizzard. And one employee, before being laid off, used a Blizzard company perk to walk away with nearly 10 years of World of Warcraft subscription codes.
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The video game industry’s terrible 2023, which saw thousands of people laid off across multiple companies, has continued into 2024. As of January 29, according to Kotaku’s layoff tracker, nearly 6,000 cuts have been made at places like Unity, Riot, Bethesda, Twitch, Discord, and Activision Blizzard. One developer at Blizzard realized what was happening and took advantage of a company perk before losing access.
As spotted by PC Gamer, on January 25, the same day the layoffs at Blizzard happened, former product lead Adam Holisky tweeted that once he “realized what was happening” and that he was one of the nearly 2,000 people losing their jobs that day, he made sure to “jump into Keyring and use all the 1-year [pre-paid World of Warcraft] subscription codes” he had yet to activate.
He then shared a screenshot that shows that he doesn’t have to pay for his World of Warcraft subscription until October 14, 2033. That’s one hell of a parting gift and beats a watch or pizza party, that’s for sure.
“Free game time is a well-known employee benefit,” Holisky added on Twitter. “I just never used all the codes I got over the years. It’s nothing sketchy or immoral.”
I reached out to Holisky and he explained to me that Keyring is an internal system at Blizzard where employees can access digital game codes that they “earned for whatever reason.”
He clarified that he had stockpiled these one-year codes while working at Blizzard for nearly five years. Another employee who was laid off at the company tried a similar tactic, but it seems so many others were trying to get their codes before getting laid off that they all crashed the Keyring service.
So Holisky was like Indiana Jones sliding under the door and grabbing his hat at the last second, except the stone door is horrible layoffs causing 1,900 people to be out of work and the hat is a decade of key codes. And while a decade of WoW subscription time is a nice prize, I assume most folks would rather have a job instead.
Over the weekend, I downloaded Palworldon my PC. I was excited. After all the weird trailers and screenshots showing Pokémon-like creatures using assault rifles or being shot with handguns, I was ready to earn official Xbox achievements as I killed Pokémon facsimiles using modern guns. It was hunting time. And then, after playing for over six hours, I realized that I had been tricked into playing another goddamn survival crafting game that wanted me to punch trees and mine stone for a few hours before it got fun. – Zack Zwiezen Read More
With the pre-release of Prince of Persia: The Lost Crown started, Ubisoft has chosen this week to rebrand its Ubisoft+ subscription services, and introduce a PC version of the “Classics” tier at a lower price. And a big part of this, says the publisher’s director of subscriptions, Philippe Tremblay, is getting players “comfortable” with not owning their games.
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It’s hard to keep up with how often Ubisoft has rebranded its online portals for its games, with Uplay, Ubisoft Game Launcher, Ubisoft Connect, Uplay+, Uplay Passport, Ubisoft Club, and now Ubisoft+ Premium and Ubisoft+ Classics, all names used over the last decade or so. It’s also seemed faintly bewildering why there’s a demand for any of them, given Ubisoft released only five non-mobile games last year.
However, a demand there apparently is, says Tremblay in an interview with GI.biz. He claims the company’s subscription service had its biggest ever month October 2023, and that the service has had “millions” of subscribers, and “over half a billion hours” played. Of course, a lot of this could be a result of Ubisoft’s various moments of refusing to release games to Steam, forcing PC players to use its services, and likely opting for a month’s subscription rather than the full price of the game they were looking to buy. But still, clearly people are opting to use it.
But it remains strange why enough people would want to subscribe—and at $17.99 a month it’s not cheap—to a single publisher’s output. That’s not a diss of Ubisoft’s games—although you might want to apply your own—but something that would be as true were it Activision Blizzard or EA.
You can subscribe to Game Pass, or PlayStation Plus, and get a broad range of hundreds of games from dozens of publishers, or you can pay significantly more to only get the games made by one single publisher, and indeed a publisher with a very distinct style of game. TV networks and movie companies tried this, and those numbers are thinning out fast, with many already compromising by returning their shows to the larger streamers.
What’s more chilling about all this, however, is when Tremblay moves on to how Ubisoft wishes to see a “consumer shift,” similar to that of the market for CDs and DVDs, where people have moved over to Spotify and Netflix, instead of buying physical media to keep on their own shelves. Given that most people, while being a part of the problem (hello), also think of this as a problem, it’s so weird to see it phrased as if some faulty thinking in the company’s audience.
One of the things we saw is that gamers are used to, a little bit like DVD, having and owning their games. That’s the consumer shift that needs to happen. They got comfortable not owning their CD collection or DVD collection. That’s a transformation that’s been a bit slower to happen [in games]. As gamers grow comfortable in that aspect… you don’t lose your progress. If you resume your game at another time, your progress file is still there. That’s not been deleted. You don’t lose what you’ve built in the game or your engagement with the game. So it’s about feeling comfortable with not owning your game.
Tremblay goes on to say to GI.biz, “But as people embrace that model, they will see that these games will exist, the service will continue, and you’ll be able to access them when you feel like.” But…we know that isn’t true! We know how often services don’t continue, how many games are no longer available.
One of my all-time favorite games was published by Ubisoft in 2003, called In Memorium (Missing: Since January in the U.S.), and that’s certainly not on its Classics range, I’m sure because the company long ago lost any rights to it. Luckily for me, I own a physical copy of it. But any number of other Ubisoft games from the early ‘00s I stick in its Classics site have no results. There’s no reason on Earth to think the same won’t be true of Ubisoft’s current games in 20 years.
There are still plans for Ubisoft to add streaming access to Activision Blizzard’s games to Ubisoft+, as bizarre as that may seem given the publisher’s recent acquisition by Microsoft. It’ll also seem fairly redundant, given all the games will come to the far more ubiquitous Game Pass, where they won’t be behind the technical hurdle of streaming. And indeed Prince of Persia: The Lost Crown is already available to play via the Epic Games Store if you pre-ordered it there.
If, for whatever reason, you just adore Ubisoft’s output, then yes—for $17.99 a month you can play Skull & Bones, Avatar, Assassin’s Creed Mirage, Anno 1800, and The Crew: Motorfest right now, which is a lot cheaper than buying them all individually. But you won’t own any of them, and you’ll need to keep paying that 18 bucks a month in perpetuity if you want to keep them, right up until you can’t any more.
You’d expect a new Bethesda game would be the biggest RPG of the year, but nope. Instead, it was Baldur’s Gate 3, which officially launched earlier this year to rave reviews. We’ve written a lot about the game already on the site and you should check out those posts, too.
What I wanted to talk about here is how incredible it was to see a turn-based, PC-focused, Dungeons & Dragons game developed by an independent studio and released via early access explode like the latest Call of Duty or GTA.
Everyone I knew was playing it. Everyone online was sharing screenshots. Everyone was talking about all the people they were digitally fucking in the game.
It was wild to watch and a reminder successful games don’t always need flashy years-long marketing campaigns featuring big stars and Super Bowl ads. Instead, sometimes, you can just make a really good game that people want and you’ll sell millions of copies. And maybe end up inspiring a lot of erotic fan fiction.
Any big 2023 video game surprises we missed? What unexpected developments got you all excited this year?
Activision Blizzard has been the subject of scrutiny for several years now, due to its widely criticized “Boys’ Club” corporate culture of sleazy shenanigans. And now, late on a Friday evening just before the holiday season begins in earnest, The Wall Street Journal reports the embattled gaming company announced on December 15 that it will pay $50 million to settle a 2021 gender discrimination and harassment lawsuit—the same lawsuit that seemingly prompted Microsoft’s landmark $69 billion acquisition of the Call of Duty and Overwatch publisher that was finally greenlit after an 18-month legal battle in October of this year.
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California’s Civil Rights Department sued Activision back in 2021, claiming company leadership willfully ignored employee complaints regarding pay disparity, gender- and sexuality-based harassment, and discrimination.
Activision has repeatedly denied these charges. Company representatives have also claimed that an internal investigation by its board of directors concluded that the allegations against the company were without merit. When the Microsoft acquisition closed earlier this year, longtime Activision CEO Bobby Kotick was “asked” to stay for another two months, through the end of 2023.
According to the Journal, which broke the story regarding the settlement, the state of California had initially estimated Activision’s liability for a far greater amount than $50 million.
The state in 2021 estimated Activision’s liability at nearly $1 billion to 2,500 employees who might have claims against the company, court documents show. Activision had around 13,000 employees as of the end of 2022.
Citing anonymous sources familiar with the matter, the Journal goes on to claim that state agencies had “initially sought an amount much greater than the settlement Riot Games paid earlier this year to settle its lawsuit.” The Riot settlement in May 2023, which touched upon similar grievances relating to toxic workplace culture, resulted in a $100 million settlement for plaintiffs.
Call of Duty: Modern Warfare III’s single-player campaign was panned by critics when it released early on November 2. Reviewers hit it with low scores and said it felt short, rushed, and incomplete. Now Bloomberg reports that the game was rushed out in half the time of a normal Call of Duty sequel, with devs working nights and weekends to meet Activision’s annualized sales goals.
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According to Bloomberg, the game was originally pitched to Sledgehammer developers as an expansion to Modern Warfare II that would focus on missions based in Mexico instead of the series’ normal globetrotting set-pieces. In the summer of 2022, however, Activision executives apparently rebooted the project as a full-fledged sequel about the Modern Warfare II villain Vladimir Makarov. The company needed to fill the gap left by an apparent delay of Treyarch’s next Call of Duty game, and reportedly decided against simply taking a year off from the blockbuster’s annual release schedule.
A spokesperson for Activision denied this, however. Sledgehammer Games studio head Aaron Halon told Bloomberg in an interview that the developers who thought Modern Warfare III had originally been planned as an expansion were simply confused because it was a “new type of direct sequel,” despite the PlayStation 5 version of the game appearing as DLC on the trophies menu and asking some players to insert the Modern Warfare II disc.
But more than a dozen current and former Call of Duty developerstold Bloomberg that Halon’s take “conflicted” with what they were initially told. Some of them also seemingly worked nights and weekends to try and get Modern Warfare III out on time, despite the game only having half the development time of a normal Call of Duty sequel. “They felt betrayed by the company because they were promised they wouldn’t have to go through another shortened timeline after the release of their previous game, Call of Duty: Vanguard, which was made under a similarly constrained development cycle,” Bloomberg reports.
Call of Duty has made billions for Activision, but the series has a long and increasingly-well-documented track record of burning out its developers. One of the big questions facing the franchise now that Microsoft owns it (after recently closing its $69 billion acquisition of Activision Blizzard) is whether it will continue the seemingly unsustainable development cycles or let the blockbuster take a year off for the first time in decades.
If you fired up your Xbox today, you might’ve seen something you didn’t expect: A darn full-screen advertisement for the latest Call of Duty game, Modern Warfare III. Though Microsoft has done this before with exclusives like Starfield, it’s already rubbing some gamers the wrong way.
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Though 2023’s Modern Warfare III isn’t technically coming out in full form until November 10, those who want to get in on the campaign can do so right now by pre-ordering any edition of the game. So while that early access period might be enticing for those eager to follow the story of Task Force 141, it’s far from a universal desire, making the full-screen Call of Duty ad on Xbox’s start screen feel intrusive. The Modern Warfare III marketing blitz comes just weeks after Microsoft wrapped its acquisition of CoD’s publisher, Activision Blizzard.
Screenshot: Activision / Kotaku
“Fight against the ultimate threat. Play the Campaign now,” the ad starts. Players are then given three options: “Buy Now,” “Get the Vault Edition Upgrade,” and “Exit.” While it’s not uncommon to see ads on consoles, a full-screen one that greets you the second you fire up your box is unusually aggressive.
“Don’t hit me with ads that take my whole screen when I paid $500 [for] your machine,” reads one post on X (formerly Twitter).
“This really is my push factor in building a proper PC,” reads one Reddit comment in reference to the ad. Though, as many were quick to respond, Windows (also owned by Microsoft) is far, far, far from an ad-free experience. Even after configuring much of the OS’s tendency to harass you with ads for Game Pass or Microsoft 365, it’s not uncommon to see other ads or unwanted pop-ups appear. The year of the Linux desktop can’t come soon enough.
It’s frustrating when a machine you spend hundreds of dollars on doesn’t feel like it’s totally under your control. But who knows, maybe a decade from now, people will get nostalgic over the CoD ad from 2023 that greeted them upon starting up their Xbox.
Microsoft’s acquisition of videogame company Activision Blizzard won approval from U.K. competition authorities, clearing a path for the companies to close the $75 billion deal after a lengthy struggle with regulators.
The U.K.’s Competition and Markets Authority said Friday that the proposed deal no longer poses a major threat to competition in cloud gaming. The shift comes after Microsoft offered to restructure the deal by forfeiting cloud-streaming rights for “Call of Duty” and other popular Activision franchises in much of the world.
When speculation rife that Microsoft expects to finalize its purchase of Activision Blizzard this week, and COD: Modern Warfare III out in a month, it seems people have been wondering when Activision’s games will start appearing on Microsoft’s Game Pass. According to a tweet from Activision Blizzard, it should be some time next year.
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The entire debacle of Microsoft’s attempts to buy Activision Blizzard feels it has been clogging up gaming news for years. In fact, it all started only last January, but followed hot on the heels of months of grim and gruesome reporting on the heinous working conditions at the developer’s various studios. This week could see that enormous, shitty chapter come to a close. Presumably so another enormous, shitty chapter can start.
But still, more games on Game Pass!
“As we continue to work toward regulatory approval of the Microsoft deal,” said Activision Blizzard on X, “we’ve been getting some questions whether our upcoming and recently launched games will be available via Game Pass.”
The Verge reported on Friday that Microsoft is getting ready to close the $68.7 billion deal, with October 13 thought to be the Big Day. Of course, this is all being held back by the UK Competition and Markets Authority (CMA), which is the one international regulator that managed to decisively block the deal. However, being the UK’s CMA, it did it in the most cack-handed way, blathering on about unfair market control of cloud gaming, or some-such abstract technicality.
This complete whiff, entirely ignoring the concerns of, you know, Microsoft forming an actual monopoly, ensured a pathway for the two corporations to renegotiate arrangements such that it would avert the CMA’s peculiar strategy, and a couple of weeks ago it was provisionally stated it had succeeded. We should be finding out this week if the CMA is entirely satisfied, and given that’s likely to be the case, signet-ring-bearing hands will shake and overpriced Champagne shall be popped, as a bunch of extraordinarily rich people stand to get even richer.
“While we do not have plans to put Modern Warfare III or Diablo IV into Game Pass this year,” continues that Activision tweet, “once the deal closes, we expect to start working with Xbox to bring our titles to more players around the world.” So when? “And we anticipate that we would begin adding games into Game Pass sometime in the course of next year.”
It’s oddly slow, if anything. They’ll be the same company, and they’ve known they would been the same company for the last 20 months, so it seems strange that it’ll take another few months before Microsoft will be hosting what will suddenly become first-party games on its own streaming service.
There’s one small cloud hanging over their grey-suited celebrations: the FTC still has an appear in with the Ninth Circuit Court of Appeals, and that decision won’t appear until December. Should it succeed, it would then become about trying to undo the already sealed deal, which would be a whole other level of difficult, and no one surely believes the FTC has the teeth or the fight in it to win.
So, the industry shrinks yet again, with less competition, fewer major publishers attempting to outsell each other, and so less choice and worse prices for the gaming public. It doesn’t seem like the games industry can be far away from the monstrous and idiotic situation of the music industry, in the control of the Big Four record labels. It certainly seems unlikely that any regulatory bodies will be able to stop it, either way.
But you know, you can get next year’s COD on your subscription, so shhhhh.