All posts by GeeZusGG

The details behind Sony Japan Studios closure

In a recent interview on the Sacred Symbols PlayStation Podcast, former PlayStation boss Shuhei Yoshida shed light on the closure of Sony Japan Studios, a decision that left many fans and industry insiders puzzled. Yoshida attributed the closure to the disappearance of the “double-A” game market, which he believes played a significant role in the studio’s downfall.

During his tenure at PlayStation, Yoshida acknowledged that Japan Studio produced many great games, but they rarely achieved the same level of commercial success as their AAA counterparts.

Other than Gran Turismo, we didn’t really have many triple-A-level successful products.

As the gaming industry shifted its focus towards larger, blockbuster titles, the double-A market struggled to compete.

Yoshida cited Gravity Rush 2 as an example, noting that director Keiichiro Toyama pitched several ideas for a follow-up, but none of them could be greenlit due to market conditions.

The market became really difficult for these kinds of games.

This shift in the market dynamics ultimately led to the closure of Japan Studio in April 2021.

Despite the closure, the legacy of Japan Studio lives on through Team Asobi, a spin-off studio that developed the acclaimed Astro Bot series. The studio’s recent release, Astro Bot, even won The Game Awards’ 2024 Game of the Year, showcasing the continued creativity and talent of the former Japan Studio team.

Yoshida’s comments have sparked a conversation about the challenges faced by mid-sized game studios in today’s market. While the closure of Japan Studio was a significant loss, it also highlights the evolving nature of the gaming industry and the need for studios to adapt to changing market conditions.

Tempest Tower Demo Preview | Exclusive First Look & Gameplay Insights!

I give you an exclusive first look at the Tempest Tower Demo Preview, a unique tower defense game with an action-packed twist! 🏰🛡️

Join me as I dive into the game’s mechanics, explore the vertical mazes, and engage in thrilling combat against endless hordes of Creepers. Plus,

I’ll share my personal observations and thoughts on the game’s stunning graphics and immersive sound design.

Disclosure: I received a free review copy of this product from https://www.keymailer.co Don’t forget to subscribe, hit the like button, and activate notifications to stay updated with our latest content!

NetEase’s Shocking Layoffs: The Marvel Rivals US Development Team

In a surprising turn of events, NetEase Games has recently laid off the entire US-based development team behind the successful hero shooter, Marvel Rivals. This decision has sent shockwaves through the gaming community, especially given the game’s massive success since its launch in December 2024.

The news broke on February 18, 2025, when Marvel Rivals game director Thaddeus Sasser took to LinkedIn to announce that his entire team had been let go. Sasser, a veteran in the gaming industry, expressed his disbelief and frustration over the sudden layoffs, highlighting the team’s significant contributions to the game’s success.

Despite the layoffs, Marvel Rivals has been a runaway success. The game has garnered over 20 million downloads and consistently attracts hundreds of thousands of concurrent players on platforms like Steam. Its popularity has made it one of the most talked-about games in the competitive live service space.

Reasons Behind the Layoffs

NetEase cited “organizational reasons” and the need to “optimize development efficiency” as the primary reasons for the layoffs. The company emphasized that the core development team based in China remains committed to the game’s ongoing support and future updates.

The layoffs have had a significant impact on the affected employees, many of whom have been with NetEase since the game’s inception in January 2023. Sasser and his team specialized in game and level design, contributing to the innovative mechanics and engaging gameplay that have defined Marvel Rivals.

Community Reaction

The gaming community has reacted with a mix of shock and anger to the layoffs. Many fans and industry professionals have expressed their support for the affected employees and criticized NetEase for cutting a team that played a crucial role in the game’s success.

Despite the layoffs, NetEase has assured fans that Marvel Rivals will continue to receive updates and new content. The company is investing more resources into the game’s evolution and growth, aiming to deliver an exceptional experience for its global player base.

The layoffs at NetEase Games serve as a stark reminder of the volatile nature of the gaming industry. While Marvel Rivals continues to thrive, the affected employees now face the challenge of finding new opportunities in a competitive job market. As the gaming community rallies around them, it remains to be seen how this decision will impact the future of Marvel Rivals and the broader industry.

Nvidia Ends PhysX Support with RTX 50 Series

Nvidia has officially retired 32-bit PhysX support on its latest RTX 50 series GPUs, marking the end of an era for the once heavily marketed physics simulation technology. This move comes as Nvidia deprecates 32-bit CUDA applications starting with the RTX 50 series.

PhysX, originally developed by Ageia in 2004 and later acquired by Nvidia, was a proprietary physics simulation SDK capable of processing ragdolls, cloth simulation, particles, volumetric fluid simulation, and other physics-focused graphical effects. It was integrated into several notable AAA games, including the Batman Arkham trilogy, Borderlands: The Pre-Sequel, Borderlands 2, Metro: Last Light, Metro: Exodus, Metro 2033, Mirror’s Edge, The Witcher 3, and some older Assassin’s Creed titles.

PhysX was designed to run physics calculations on the GPU rather than the CPU, allowing for significantly greater rendering performance for physics-related graphical effects. This resulted in higher frame rates and improved quality of physics effects compared to what could be achieved on a CPU.

Despite its initial success, PhysX’s adoption slowed significantly by the late 2010s as developers moved towards more flexible, cross-platform physics engines. The biggest drawback of PhysX was its strict requirement for an Nvidia GPU, preventing it from being used on competing GPUs, consoles, and smartphones. Nvidia also gradually removed support for some PhysX features, contributing to its decline.

The End of PhysX on RTX 50 Series

With no known 64-bit games using PhysX, Nvidia has decided to end support for 32-bit PhysX on the RTX 50 series GPUs. This means that games from the 2000s and early 2010s that relied on PhysX for particle and clothing effects will no longer benefit from the technology on the latest Nvidia GPUs.

For those who still want to use PhysX, the only solution is to install an older RTX 40 series or earlier graphics card and dedicate it to PhysX processing in the Nvidia control panel.

The retirement of PhysX on the RTX 50 series marks the end of an almost lifelike era in gaming physics. While it was a groundbreaking technology in its prime, the shift towards more versatile and cross-platform solutions has rendered it obsolete. As we move forward, it will be interesting to see what new innovations Nvidia brings to the table.

The official future Xbox was already apparent before the confirmation by Phil Spencer

In a recent interview with XboxEra, Phil Spencer, the head of Xbox, made some groundbreaking announcements that have sent ripples through the gaming community. The interview, which celebrated the 250th episode of the XboxEra podcast, was a candid and insightful discussion about the future of Xbox and its strategy moving forward.

The End of Exclusivity

One of the most significant revelations from the interview was Spencer’s confirmation that Xbox is no longer aiming for exclusivity. In a not surprising shift from previous strategies (if you were paying special attention at least since the purchase of Zenimax and Bethesda in 2021), Spencer stated “I’m not trying to move [PS5 and PC] all over to Xbox anymore.” He acknowledged that players are deeply invested in their current platforms and that Xbox’s goal now is to allow more people to play Xbox games, regardless of the system they own.

This move marks a departure from the traditional console wars, where each platform vied for exclusive titles to attract and retain players. Spencer emphasized that while Xbox only recoups 70% of the sale when games are sold on competitor devices, this strategy helps build a great portfolio and reach a broader audience.

Another key point Spencer discussed was Xbox’s commitment to supporting single-player games. He highlighted the importance of Xbox Game Pass in keeping modern single-player games viable3. Spencer explained, “Part of our reason for trying to get a subscription going was to allow us to also support games that have a beginning, middle, and end.” This approach helps studios resist the temptation to turn everything into a live-service product and ensures a diverse range of gaming experiences.

Spencer also indirectly confirmed that Double Fine Productions’ next project will be another single-player title, further underscoring Xbox’s dedication to this genre. With many more single-player games from both Microsoft and third-party studios coming to Xbox Game Pass in 2025, it’s clear that Xbox is committed to providing varied and engaging content for its subscribers.

The Back Story

The interview also touched on the back story of Xbox’s evolving strategy. Spencer reflected on the early days of Xbox and how the company’s focus has shifted over the years1. He mentioned that while Xbox initially aimed to dominate the gaming market with exclusive titles, the changing landscape and player preferences have led to a more inclusive approach.

Spencer’s pragmatic outlook was evident when he admitted that although he would prefer to make all the money from Xbox games, the current strategy of allowing games to be played on other platforms is beneficial for building a strong portfolio and reaching a wider audience. He also reassured fans that Xbox is not giving up on its hardware endeavors and continues to invest in its own platform.

As Xbox moves into this new era, Spencer’s vision is clear: to create a more inclusive gaming environment where players can enjoy Xbox games on their preferred platforms. This shift not only benefits players but also helps Xbox build a diverse and robust portfolio of games.

The interview with Phil Spencer was a refreshing and insightful look into the future of Xbox, and it’s clear that the company is committed to evolving with the times and meeting the needs of its players. As we look ahead, it will be exciting to see how this new strategy unfolds and what it means for the gaming community.

Veteran gaming illustrator Viktor Antonov has passed away

I’m sorry to share that Viktor Antonov, the visionary art director behind Half-Life 2 and Dishonored, has passed away at the age of 52. His contributions to the gaming world have left an indelible mark, and his loss is deeply felt by fans and colleagues alike.

Early Life and Career

Viktor Antonov was born in Sofia, Bulgaria, and later moved to Paris. He began his career as a transportation designer and worked in advertising before transitioning to the video game industry in the mid-90s. His first game credit came with Redneck Rampage in 1997, where he worked as a map painter.

Rise to Prominence

Antonov’s big break came when he joined Valve, where he served as the art director for Half-Life 2. His most notable contribution was the design of the iconic City 17, which drew inspiration from his childhood city of Sofia, mixed with elements from Belgrade and St. Petersburg2. His work on Half-Life 2 earned him widespread acclaim and established him as a key figure in the gaming industry.

Dishonored and Beyond

After his success with Valve, Antonov joined Arkane Studios, where he became the visual design director for Dishonored. He co-created the game’s dystopian city of Dunwall, which became a hallmark of the series2. His influence extended beyond video games, as he also worked on animated movies like Renaissance and The Prodigies, and at an indie production company called Darewise Entertainment.

Tributes and Legacy

The news of Antonov’s passing has prompted an outpouring of tributes from the gaming community. Marc Laidlaw, the writer of Half-Life, described Antonov as “brilliant and original” and said he “made everything better”. Raphael Colantonio, founder of Arkane Studios, expressed his admiration and shared fond memories of working with Antonov.

Viktor Antonov’s legacy will continue to inspire future generations of game developers and artists. His imaginative vision and dedication to his craft have left an enduring impact on the world of gaming.

Ubisoft heading to close Fiscal Year 2025 with a Live Services with Open World games focus for FY2026

Ubisoft recently released its earnings report for the third quarter of the 2024-25 fiscal year. The company reported net bookings in line with revised expectations, and confirmed its full-year targets1. Despite some challenges, including the underwhelming performance of Star Wars Outlaws, Ubisoft’s strategic focus on open-world action-adventure games and live service games continues to drive its financial health.

Key Highlights:

  • Net Bookings: €751 million ($857 million USD)
  • Operating Income: €129 million ($147 million USD)
  • Cost Reduction: Expected savings of €200 million ($228 million USD) ahead of schedule

Strategic Focus on Open-World and Live Service Games

During a Q&A session following the financial results presentation, Ubisoft CEO Yves Guillemot emphasized the company’s commitment to focusing on open-world action-adventure games and live service games. This strategic direction includes popular franchises like Assassin’s Creed and Rainbow Six Siege, as well as upcoming titles such as Assassin’s Creed Shadows and The Crew Motorfest.

Ubisoft has a robust pipeline of products for the coming years. Some of the key titles to look forward to include:

  • Assassin’s Creed Shadows: Set to launch on March 20, 2025, this highly anticipated game has already garnered significant pre-orders.
  • Rainbow Six Across All Platforms: Plans for major updates and expansions are in the works.
  • Anno 117: Pax Romana: Scheduled for release next year, this game is expected to be a major addition to Ubisoft’s portfolio.
  • The Division: Resurgence on Mobile: This mobile game is also set to make a significant impact.

Despite some setbacks, Ubisoft’s financial health remains strong. The company’s cost reduction program is expected to be achieved ahead of schedule, with savings exceeding €200 million. The focus on open-world and live service games is seen as a key strategy to maintain and grow Ubisoft’s market position.

As per VGC, Ubisoft’s strategic focus on open-world and live service games is a clear indication of its commitment to delivering engaging and immersive gaming experiences year after year. With a strong pipeline of upcoming titles and a solid financial foundation, Ubisoft is poised to continue its success in the gaming industry.

We have been investing significantly for a big pipeline of products for the coming years along our two verticals, [these] being open-world action adventure as well as ‘Game as a Service’-native experiences.

And that’s what we want to deliver year after year.

As you know, we are preparing a big launch for Assassin’s Creed Shadows in the very short term. Next year we’ll have big plans that will benefit Rainbow Six across all platforms, that’s focusing well, and that’s a key milestone in the gross plan for the company.

We’ve announced that Anno 117: Pax Romana will also come next year, as well as The Division: Resurgence on mobile. All this is coming along well. We haven’t provided more colour for FY 2026 but we’ll have more to share by the time of May, and as I’ve just said, we have a strong platform for the future years across these two verticals.

Kingdom Come: Deliverance 2 brings ease at the finances of Embracer Group

Embracer Group, a major player in the gaming industry, recently released its Q3 earnings report for the fiscal year 2024/25. The report presents a mixed picture, with some segments showing declines while others have managed to grow.

Financial Overview

  • Net Sales: Embracer Group reported net sales of $685 million, a decrease of 3% compared to the same period last year. This figure includes a 7% organic growth.
  • Segment Performance:
    • PC/Console Games: This segment saw a significant decline of 23%, with sales dropping to $241 million.
    • Mobile Games: There was a slight increase of 2%, bringing sales to $155 million.
    • Entertainment & Services: This segment performed well, with a 19% increase in sales, reaching $286 million.
  • EBIT: The company’s earnings before interest and taxes (EBIT) amounted to $59 million, a decrease of 305 million SEK.
  • Adjusted EBIT: Adjusted EBIT decreased by 11% to $133 million, corresponding to an adjusted EBIT margin of 16%.
  • Cash Flow: Cash flow from operating activities was $183 million, and free cash flow after changes in working capital amounted to $97 million.

Embracer Group’s CEO, Lars Wingefors, commented on the report, highlighting the successful spin-off and listing of Asmodee Group as a non-current asset. He emphasized the company’s strong foundation for future value creation and reassured investors about the company’s performance.

Kingdom Come: Deliverance 2 Shines Bright

One of the standout performers for Embracer Group has been Kingdom Come: Deliverance 2, developed by Warhorse Studios. The game has exceeded expectations, selling nearly 2 million copies in less than a month. It set six concurrent player records on Steam, peaking at over 250,000 simultaneous players.

Kingdom Come: Deliverance 2’s success is attributed to its high-quality production and the strong support from the gaming community. The game’s launch day saw over 1 million copies sold, quickly surpassing its predecessor in both sales and reviews.

Embracer Group is optimistic about the future, with a robust roadmap of new content and updates for Kingdom Come: Deliverance 2. The company believes that investing time and resources in high-quality titles is crucial for sustained success in the competitive gaming market.

Nintendo Granted U.S. Patent No. 12,179,111 and probably is going to be used against Palworld

Nintendo has recently been granted U.S. Patent No. 12,179,111, a significant development in its ongoing legal dispute with Pocketpair, the developers behind Palworld. This patent, filed after Palworld’s launch, covers the process of aiming and capturing characters in a game, a mechanic that closely resembles the gameplay of Pokémon.

The patent describes a gameplay system where players use a “catching item” to capture a “field character” and then engage in a battle with a “fighting character”. This system is integral to the lawsuit in Japan, where Nintendo has accused Pocketpair of infringing on multiple patents related to creature-catching mechanics.

Pocketpair has confirmed a few months ago, that Nintendo’s lawsuit involves three specific Japanese patents: 7,545,191, 7,493,117, and 7,528,390. These patents cover various game mechanics, including the use and activation of “rideable characters” and the process of aiming and throwing a captured item at a character to capture it in a virtual space.

Evidently, U.S. Patent No. 12,179,111 is the American equivalent and consolidated patent of the previous three.

In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.

With the approval of this patent, Nintendo is now preparing to potentially extend its legal battle to the United States. The company has also filed additional patents related to creature-catching mechanics, further strengthening its case1. This move highlights the importance of protecting intellectual property and the potential for international legal disputes over game mechanics.

Nintendo’s legal strategy involves building a “patent family” where later patents are connected to earlier filings. This approach ensures that even if specific claims are rejected, the overall patent portfolio remains robust. The recent approval of U.S. Patent No. 12,179,111 is part of this broader strategy to protect its intellectual property on a global scale.

This development has significant implications for the gaming industry, as it underscores the importance of protecting intellectual property and the potential for international legal disputes over game mechanics. It also raises questions about the boundaries of game design and the extent to which companies can claim ownership over common gameplay elements.

As the legal battle between Nintendo and Pocketpair continues, the approval of U.S. Patent No. 12,179,111 marks a critical step in Nintendo’s efforts to protect its intellectual property. The outcome of this case could have far-reaching consequences for the gaming industry and the way game mechanics are developed and protected in the future.

Playstation led the win the Q3 2025 for Sony

Sony Corporation recently announced its Q3 earnings for the fiscal year 2025, revealing impressive growth across its various divisions. However, the standout performer was undoubtedly the PlayStation and gaming business, which has continued to exceed expectations and drive significant revenue growth.

Sony reported a net income of $2.45 billion for the quarter, surpassing Wall Street expectations. The company’s revenue reached $28.95 billion, with full-year revenue projections now set at $86.66 billion. This strong financial performance can be attributed in large part to the success of the PlayStation division.

PlayStation 5 Sales Surge

One of the most notable highlights from the earnings report was the PlayStation 5 sales figures. Sony sold 9.5 million PlayStation 5 consoles between October and December 2024, bringing the total lifetime sales to over 75 million units. This marks a significant milestone for the console, which has been a major driver of growth for Sony’s gaming business.

The gaming software segment also saw substantial growth, with 95.9 million units sold during the quarter. This includes 11.6 million units of first-party titles, although this was a slight decrease from the previous year. Additionally, PlayStation Network’s monthly active users increased from 118 million in FY23 Q3 to 129 million in FY24 Q3. PlayStation Plus’ revenue also saw a 20% year-on-year increase, driven by a shift towards higher-priced tiers.

Despite these successes, Sony faces challenges in the competitive gaming market. Intense competition from rivals like Xbox and Nintendo, as well as cybersecurity vulnerabilities, pose ongoing threats4. However, emerging markets and the rise of esports, mobile gaming, and advanced technologies like VR and AR present new growth opportunities for PlayStation.

With all that Sony remains optimistic about the future of its gaming business. With the launch of the PlayStation 5 Pro and upcoming highly anticipated titles like Ghost of Yotei, Monster Hunter Wilds, and GTA VI, the company expects continued growth in the coming fiscal year. Sony’s commitment to innovation and its strong brand loyalty among gamers position it well to capitalize on these opportunities.

Other Key Segments

  • Imaging & Sensing Solutions (I&SS): This segment, which includes image sensors, saw a 15% year-on-year increase in revenue. Sony’s image sensors are widely used in smartphones and other devices, contributing significantly to the company’s overall revenue.
  • Music: Sony’s music division also performed well, with a 10% increase in revenue compared to the previous year. The growth was driven by strong streaming numbers and the success of new releases from popular artists.
  • Pictures: The entertainment division, which includes movies and television production, saw a 5% increase in revenue. This was attributed to the success of new film releases and increased licensing deals.
  • Financial Services: This segment experienced a slight decline in revenue due to lower interest rates and increased competition in the financial sector.