Category Archives: Business

Bungie Responds to Plagiarism Allegations in Marathon

The gaming industry is no stranger to controversy, but Bungie’s latest challenge comes from an unexpected corner—an independent artist who claims that the studio’s upcoming extraction shooter, Marathon, has incorporated their artwork without permission. The artist, known as 4nt1r34l, took to social media to express frustration over what they describe as blatant plagiarism of their designs, which date back to 2017.

The Allegations

The controversy erupted when 4nt1r34l posted side-by-side comparisons of their original poster designs and in-game assets from Marathon’s closed alpha. The similarities were striking, leading to widespread discussion among the gaming community. The artist lamented that this was not the first time a major studio had used their work without credit or compensation, stating that they had struggled for years to make a living while large companies profited off their designs.

Bungie’s Response

In a swift reaction, Bungie acknowledged the issue and confirmed that a former employee had included unauthorized assets in a texture sheet used in the game. The studio emphasized that the current art team was unaware of the oversight and assured the community that they were investigating how this happened. Bungie also reached out to 4nt1r34l directly, expressing their commitment to resolving the matter and ensuring proper credit and compensation.

This incident raises broader concerns about artistic integrity in the gaming industry. Independent artists often struggle to protect their work, and cases like this highlight the need for stricter oversight and ethical practices in game development. Bungie has pledged to conduct a thorough review of all in-game assets to prevent similar issues in the future, reinforcing their stance on respecting artists and their contributions.

While the situation remains fluid, Bungie’s prompt response has been met with cautious optimism. Many hope that this will lead to better protections for artists and a more transparent approach to asset creation in the gaming world.

The Fallout of Fatal Fury: City of the Wolves—SNK CEO Steps Down

In a surprising turn of events, Kenji Matsubara, CEO of SNK Corporation, has stepped down from his leadership role, transitioning into an advisory position. This decision comes in the wake of the unexpectedly low performance of SNK’s latest release, Fatal Fury: City of the Wolves, a game that was meant to mark the triumphant return of the beloved fighting franchise after 26 years.

SNK went all-in on Fatal Fury: City of the Wolves, pouring substantial resources into its marketing and advertising campaign. The game was heavily promoted across various platforms, including WWE events, YouTube, and other digital spaces. It even featured Cristiano Ronaldo as a playable fighter, alongside contributions from world-renowned DJs for its soundtrack.

Despite these efforts, the game failed to generate the expected sales and player engagement. On Steam, the game peaked at 4,592 concurrent players, a disappointing figure for a title meant to revive a legendary franchise. In Japan, it sold only 10,000 copies on PlayStation within its first two weeks, ranking 10th in sales charts behind older titles like Minecraft and Mario Kart 8 Deluxe.

SNK’s Official Statement

On May 12, 2025, SNK Corporation released a statement announcing Matsubara’s transition to an advisory role. The company praised his contributions, highlighting his efforts in expanding SNK’s development division and strengthening its sales and marketing functions. However, the timing of his departure has led many to speculate that the underwhelming performance of Fatal Fury: City of the Wolves played a significant role in this decision.

While SNK has not publicly disclosed exact sales figures or revenue losses, industry analysts suggest that the game’s poor reception has had a negative financial impact on the company. The Saudi Arabian Public Investment Fund, which owns a major stake in SNK, had reportedly contributed heavily to the game’s development and marketing. The disappointing sales figures may have influenced the board’s decision to restructure leadership.

What’s Next for SNK?

With Matsubara stepping down, SNK’s Chairman of the Board will assume the role of interim CEO until a permanent replacement is appointed. The company remains committed to its strategic vision, but the failure of Fatal Fury: City of the Wolves raises questions about SNK’s future direction in the fighting game industry.

Square Enix heading to a corporate reboot with an unfortunate cancellation

Square Enix has unveiled its financial results for the fiscal year ending March 31, 2025, revealing a mixed performance. While net sales declined by 8.9% year-over-year to ¥324,506 million, operating income saw a 24.6% increase, reaching ¥40,580 million. The company attributes this profitability boost to reduced development and marketing costs, alongside stronger-than-expected sales of Dragon Quest III HD-2D Remake.

For context, Square Enix’s net sales of ¥324.5 billion translate to approximately $2.2 billion USD, while operating income of ¥40.6 billion equates to roughly $275 million USD.

As part of its restructuring, Square Enix has discontinued development on certain projects, including a Kingdom Hearts mobile spin-off. The company is shifting focus toward multi-platform releases and optimizing its development structure to cut costs.

The cancelled Kingdom Hearts game is Kingdom Hearts Missing-Link orginally announced in April 2022 as a GPS-based action RPG for iOS and Android. The game was intended to bridge the narrative between Kingdom Hearts Union χ and Kingdom Hearts Dark Road, offering players a chance to explore Scala ad Caelum while battling Heartless.

Initially planned for a 2024 release, Missing-Link underwent multiple delays, including a prototype test in January 2023 and a later postponement in November 2024 to an unannounced date. However, on May 14, 2025, Square Enix officially canceled development, citing difficulties in maintaining a live-service game that would meet player expectations over time.

Ironically, Square Enix annunced that it will be starting the development of a new intelectual property with an ally as TBS Television, the Tokyo-based network best known for Ninja Warrior, Ultraman, and Takeshi’s Castle.

Not much details where shared, but expects a combination of anime/TV Shows along with the launch of the official video game and also, Square Enix will use this as an example for a “quality over quantity” mindset when release game on multiple platforms.

About that, we already know that since last year, Square Enix disengaged on planning on accepting platforms exclusives and will launch games as broader as possible and that were the “quality over quantity” goes in.

Square Enix has announced a three-year business plan aimed at revitalizing its operations. The strategy revolves around four core initiatives:

  • Enhancing productivity by optimizing development resources.
  • Diversifying revenue streams by strengthening customer engagement.
  • Creating foundational stability through operational improvements.
  • Balancing capital allocation between growth investments and shareholder returns.

In a more broader point of view, Square Enix plans in the mid- to long-term pipeline to achieve a better achieving of “quality” and it will include to release major titles mainly in key IP on a consistent basis with expectations that results will be captured for the end of Fiscal Year 2027.

Additionally, Square Enix is implementing AI-driven productivity enhancements within its Japanese studios and introducing performance-based bonus funds for employees.

Backstory: Why the Reboot?

The restructuring comes after a steady decline in net sales over the past year, prompting Square Enix to consolidate its development teams under a franchise management division. This move aims to streamline operations and improve efficiency across its portfolio.

Looking ahead, Square Enix is targeting a 15% consolidated operating profit margin by the fiscal year ending March 31, 2027.

With these sweeping changes, Square Enix is positioning itself for long-term growth while ensuring its flagship franchises remain competitive in an evolving gaming landscape.

Atlus is the the highlight on Sega latest earning report

Sega Sammy Holdings recently released its latest earnings report, offering insights into the performance of its gaming division. Among the standout contributors to Sega’s success are Atlus and its latest RPG, Metaphor: ReFantazio.

Atlus has been a crucial part of Sega’s gaming strategy since its acquisition in 2013. Initially known for niche RPGs with limited global reach, Atlus has flourished under Sega’s umbrella, expanding its audience and increasing its sales potential. Sega Sammy has even described Atlus as one of its “most successful acquisition deals to date.”

Metaphor: ReFantazio, Atlus’s latest RPG, launched in October 2024 and quickly became a commercial success. Within its first day, the game sold one million units worldwide, including both physical shipments and digital downloads. This impressive start highlights the effectiveness of Sega’s publishing power and marketing strategies.

According to Sega Sammy Holdings’ latest financial reports, the company’s current earnings stand at $3.19 billion USD. In 2023, Sega reported earnings of $370 million USD, marking an increase over its 2022 earnings of $310 million USD. This growth underscores the impact of successful game launches like Metaphor: ReFantazio.

Sega’s ability to facilitate a simultaneous worldwide launch on multiple platforms played a significant role in Metaphor: ReFantazio’s success. Previously, Atlus had limited resources and often focused on specific regions, but Sega’s backing allowed for broader distribution and greater visibility.

Future Prospects for Atlus and Sega

With Metaphor: ReFantazio exceeding expectations, Sega is likely to continue investing in Atlus’s projects. The company has already been pushing Atlus toward a busier release schedule, as seen with recent Persona remasters and remakes. Given the strong performance of Metaphor: ReFantazio, Sega may encourage Atlus to develop more original IPs alongside its established franchises.

Sega’s latest earnings report underscores the growing importance of Atlus within its portfolio. With Metaphor: ReFantazio proving to be a hit, the future looks bright for both Sega and Atlus as they continue to expand their reach in the RPG market.

The FTC loses appeal to be granted a injunction against Microsoft & ABK but, is a Game Over?

After nearly two years of legal battles, regulatory hurdles, and intense scrutiny, Microsoft has emerged victorious in its fight to acquire Activision Blizzard. The U.S. Federal Trade Commission (FTC), which had been one of the most vocal opponents of the deal, recently lost its appeal against an injunction that sought to block the acquisition. This marks the definitive end of the FTC’s legal challenge and clears the path for Microsoft to fully integrate Activision Blizzard into its gaming empire.

Microsoft’s $68.7 billion acquisition of Activision Blizzard was announced in January 2022, sending shockwaves through the gaming industry. The deal promised to bring some of the most iconic gaming franchises—such as Call of Duty, World of Warcraft, and Diablo—under Microsoft’s umbrella. However, regulators worldwide raised concerns about potential anti-competitive practices, particularly regarding Microsoft’s control over cloud gaming, subscription services, and console exclusivity.

The FTC was one of the most aggressive challengers to the deal. It argued that Microsoft’s ownership of Activision Blizzard could lead to unfair market advantages, such as making Call of Duty exclusive to Xbox or degrading its quality on rival platforms like PlayStation. The agency sought a preliminary injunction to halt the acquisition while it pursued further legal action.

The Legal Struggle: Microsoft vs. The FTC

In July 2023, Judge Jacqueline Scott Corley of the Northern District of California ruled against the FTC’s request for a preliminary injunction, stating that the agency had failed to prove that the merger would substantially lessen competition. The FTC then appealed the decision to the Ninth U.S. Circuit Court of Appeals, hoping to overturn the ruling and extend the temporary restraining order preventing Microsoft from closing the deal.

However, the appellate court unanimously ruled in favor of Microsoft, affirming that the district court had applied the correct legal standards in its decision. The judges found that the FTC had not sufficiently demonstrated that Microsoft would foreclose competition in the console, subscription, or cloud gaming markets. They also noted that Activision Blizzard had historically resisted putting its games on subscription services, meaning that Microsoft’s acquisition would actually introduce new content to that market rather than restrict it.

The Fallout: What This Means for Gaming

With the FTC’s appeal denied, Microsoft is now free to finalize its acquisition of Activision Blizzard in the U.S. The company had already secured approvals from regulators in the European Union, Japan, and Brazil, leaving the FTC and the UK’s Competition and Markets Authority (CMA) as the last major obstacles. While the CMA initially blocked the deal, Microsoft later reached an agreement with the UK regulator, allowing the acquisition to proceed.

Interestingly, Microsoft’s post-acquisition strategy has defied expectations. Instead of making Call of Duty exclusive to Xbox, the company has embraced a multiplatform approach, bringing its games to PlayStation and even Nintendo consoles. This shift suggests that Microsoft is prioritizing broader accessibility and revenue generation over exclusivity.

The FTC’s loss in court marks the end of a long and contentious battle over Microsoft’s acquisition of Activision Blizzard. While the agency had legitimate concerns about market competition, the courts ultimately found that the merger would not substantially harm consumers or rival companies. As Microsoft moves forward with integrating Activision Blizzard, the gaming industry will be watching closely to see how this historic deal reshapes the landscape.

Fiscal Year 2025 closed and EA had some good news!

Electronic Arts (EA) has just released its Q4 and FY25 earnings report, and the numbers paint a picture of a company poised for growth, with strong performances across its portfolio and exciting announcements for the future.

Financial Performance: A Strong Finish to FY25

EA reported net bookings of $7.355 billion for FY25, driven by the success of its EA SPORTS franchises, including College Football and FC. The Sims also had a historic Q4, celebrating its 25th anniversary with double-digit growth.

Other key financial highlights include:

  • Net revenue for FY25: $7.463 billion.
  • Net cash provided by operating activities: $549 million for Q4 and $2.079 billion for the fiscal year.
  • EA repurchased 9.8 million shares for $1.375 billion in Q4, totaling 17.6 million shares for $2.5 billion over the fiscal year.

Looking ahead, EA expects FY26 net bookings to range between $7.6 billion and $8 billion, driven by upcoming releases like Battlefield and Skate.

Battlefield: The Next Chapter

EA CEO Andrew Wilson confirmed that the next Battlefield game will be revealed this summer, marking a pivotal step in EA’s next generation of blockbuster entertainment. The game is set to launch by March 2026, and expectations are high for a return to form after previous mixed receptions.

Split Fiction: A Breakout Success

EA’s new co-op game, Split Fiction, has been a standout performer, selling nearly 4 million units since its launch in March. The game’s success has contributed to EA’s strong Q4 results, alongside EA SPORTS FC and The Sims.

EA’s latest earnings report highlights a company in a strong financial position, with a promising slate of upcoming releases. The Battlefield reveal will be a major moment for the franchise, while Split Fiction’s success proves EA’s ability to launch new IPs successfully.

Nintendo definitely didn’t forget about Genki

In a surprising turn of events, Nintendo has filed a lawsuit against accessory maker Genki over its unauthorized mock-up of the highly anticipated Nintendo Switch 2. The controversy stems from Genki’s decision to showcase a size-accurate recreation of the upcoming console at CES 2025, weeks before Nintendo officially revealed the device.

The Mock-Up That Sparked Legal Action

Genki, known for its gaming accessories, presented a dummy version of the Switch 2 at its CES booth, complete with redesigned Joy-Cons. The mock-up was allegedly based on leaked specifications, but Nintendo argues that Genki either had unauthorized access to the real console or misled consumers by falsely claiming compatibility with the Switch 2.

Nintendo’s legal team wasted no time, accusing Genki of infringement, unfair competition, and false advertising. The lawsuit claims that Genki’s actions were a strategic campaign to capitalize on public interest in the next-generation console.

Nintendo’s Argument: Trademark Violations & Consumer Deception

Nintendo alleges that Genki violated its trademarks by using the Switch 2’s design and branding to promote its own accessories. The gaming giant also points out that Genki’s contradictory statements—first claiming access to a real Switch 2, then denying possession—suggest an attempt to mislead consumers.

Furthermore, Nintendo argues that Genki’s claim of compatibility with the Switch 2 would be impossible to verify unless the company had illicit access to the console or confidential technical details. This raises concerns about whether Genki’s accessories were truly designed for the Switch 2 or if the company was simply riding the hype wave.

Via Oatmeal Dome:

[Switch 2]Nintendo is suing accessory maker Genki, the company that showed off a mockup of the Switch 2 at their CES 2025 booth before the console's official reveal.Nintendo alleges that Genki violated their trademarks.

OatmealDome (@oatmealdome.bsky.social) 2025-05-03T16:12:05.3008271Z

Genki’s Response & The Fallout

After Nintendo’s legal team confronted Genki, the accessory maker backtracked, stating that its mock-up was based on online leaks rather than direct access to the console. However, Nintendo remains firm in its stance, arguing that Genki’s actions damaged its brand and misled consumers.

The lawsuit also highlights Genki’s social media activities, where the company hinted at having insider knowledge of the Switch 2. Nintendo claims that Genki’s marketing tactics—including launching its own “Direct” broadcast shortly after Nintendo’s official announcement—were designed to confuse fans into thinking it was an official Nintendo event.

As the legal battle unfolds, the gaming community is watching closely. If Nintendo wins, it could set a precedent for how companies handle leaks and unauthorized mock-ups. On the other hand, if Genki successfully defends itself, it may raise questions about fair use and third-party accessory development.

Regardless of the outcome, this lawsuit underscores Nintendo’s strict approach to protecting its intellectual property. The company has a long history of taking legal action against unauthorized use of its trademarks, and this case is no exception.

Sources: Nintendo Life

The Destiny 2 Red War lawsuit will continue

The gaming industry has seen its fair share of legal battles, but few have drawn as much attention as the ongoing lawsuit between Bungie and writer Matthew Kelsey Martineau, who claims that elements of his unpublished sci-fi work were unlawfully incorporated into Destiny 2‘s Red War and Curse of Osiris campaigns. The recent court decision to reject Bungie’s motion to dismiss has set the stage for what could be a landmark case in gaming copyright disputes.

Martineau, who writes under the pen name Caspar Cole, filed the lawsuit alleging that Bungie lifted key story elements, character concepts, and themes from his unpublished work. Specifically, he argues that the Red Legion, the militaristic faction introduced in Destiny 2’s original campaign, bears a strong resemblance to ideas he created.

Bungie responded by filing a motion to dismiss the case, presenting YouTube videos and fan-made wiki pages as evidence that the storyline was established prior to Martineau’s claims. However, the court ruled that such materials were insufficient for evaluating a copyright dispute, leading to a denial of the dismissal request.

The Court’s Decision and Its Consequences

With Bungie’s dismissal attempt failing, the studio must now prepare to defend itself in court against Martineau’s allegations. The ruling also highlights an unexpected issue in game preservation: Bungie’s controversial practice of vaulting older campaigns—effectively removing them from the game—makes it difficult for both plaintiffs and courts to reference original story content.

This decision sets a precedent for future gaming lawsuits. If Martineau succeeds in proving his claims, it could open the door for more independent writers to challenge major game studios on copyright grounds. Developers may be forced to reconsider how they borrow inspiration or handle their game narratives.

Potential Impact on the Gaming Industry

For developers, the lawsuit underscores the importance of protecting original ideas while remaining vigilant against potential infringement claims. If Martineau’s allegations hold up in court, studios may face stricter guidelines on how they incorporate external concepts.

For players, the case raises questions about game preservation. If older campaigns are removed from the game itself, how can copyright disputes be properly evaluated? This issue will likely fuel discussions around whether companies should be obligated to maintain accessible archives of their content.

As the legal battle unfolds, the outcome of this case could reshape aspects of the gaming industry—particularly in how intellectual property disputes are handled. Whether Bungie prevails or Martineau’s claims lead to a significant ruling, this lawsuit serves as a crucial reminder of the fine line between creative inspiration and copyright infringement.

Via The Game Post

Respawn Entertainment Cancels Two Early-Stage Games Amid EA Layoffs

In a surprising turn of events, Respawn Entertainment, the studio behind Titanfall, Apex Legends, and Star Wars Jedi, has announced the cancellation of two early-stage incubation projects. This decision comes as part of a broader restructuring within Electronic Arts (EA), which has reportedly laid off between 300 and 400 employees, including around 100 staff members at Respawn Entertainment.

The Cancelled Projects: What We Know

According to a Bloomberg report, one of the cancelled projects, codenamed R7, was an extraction shooter set in the Titanfall universe. The second project, a multiplayer first-person shooter, was reportedly scrapped earlier this year. While details remain scarce, the cancellation of R7 has dashed hopes for a new Titanfall-related game, further cementing the franchise’s uncertain future.

BREAKING: Electronic Arts is laying off between 300 and 400 staff, including around 100 at Respawn, and canceling a Titanfall extraction shooter that was in early development, according to people familiar. www.bloomberg.com/news/article…

Jason Schreier (@jasonschreier.bsky.social) 2025-04-29T19:04:37.647Z

Respawn Entertainment addressed the cancellations in a statement, saying:
“As we sharpen our focus for the future, we’ve made the decision to step away from two early-stage incubation projects and make some targeted team adjustments across Apex Legends and Star Wars Jedi.”

EA has framed these layoffs and cancellations as part of a long-term strategic realignment. A spokesperson for the company stated that the changes were made to “more effectively align teams and allocate resources in service of driving future growth.” However, industry insiders suggest that underwhelming performances from titles like EA Sports FC and Apex Legends may have contributed to the restructuring.

Despite the cancellations, Respawn remains committed to its existing franchises. The studio emphasized that Apex Legends will continue to expand, and the next installment in the Star Wars Jedi series aims to “raise the bar again for storytelling and gameplay.”

What’s Next for Respawn?

While Respawn has reassured fans that its “commitment to player-first experiences remains unchanged,” the cancellation of R7 and the multiplayer FPS raises concerns about the studio’s future direction. With EA making significant cuts across multiple departments, including customer support and marketing, the gaming industry is left wondering how these changes will impact upcoming projects.

For now, Titanfall fans will have to wait and see whether Respawn will ever revisit the beloved franchise. As EA continues to restructure, the fate of future Respawn titles remains uncertain.

What do you think about these cancellations? Are you disappointed about the Titanfall project being scrapped? Let’s discuss in the comments!

Overwatch & Starcraft Mobile games reportedly in the road for development

Blizzard Entertainment’s latest strategic decision has sent waves through the gaming industry: the company has chosen Nexon, the developers behind The Finals, to publish the mobile versions of Overwatch and a new StarCraft game. This partnership could redefine Blizzard’s presence in the mobile gaming market, signaling a significant expansion effort.

Blizzard has been actively engaging with major Korean game companies since late 2024 according to local South Korea press, offering content development rights for StarCraft and regional service rights for Overwatch Mobile in Korea and Japan. Ultimately, Nexon secured the deal, placing them at the forefront of bringing these legendary franchises to mobile platforms. This move aligns with Blizzard’s restructuring efforts and desire to establish a stronger foothold in mobile gaming, an area where they’ve previously had mixed success.

The mobile adaptation of Overwatch, internally referred to as Overwatch 3, is expected to bridge the gap between console and mobile players.

While specific gameplay mechanics remain undisclosed, reports indicate that Blizzard is designing the experience to suit mobile audiences, potentially incorporating elements from popular mobile shooters and MOBAs. Blizzard aims to maintain Overwatch’s signature fast-paced, hero-based combat while ensuring accessibility and engaging progression systems.

Meanwhile, the StarCraft franchise, which has seen minimal updates since 2016, is set for a revival. Details regarding its gameplay and format remain uncertain, but speculation suggests it could be an open-world shooter. This aligns with Blizzard’s previous job listings for an unannounced project, hinting at a fresh approach for the franchise.

Whether Blizzard opts for a traditional RTS or takes an entirely new direction, the new StarCraft game has the potential to reinvigorate the brand for a modern audience.

Nexon’s involvement in Blizzard’s mobile expansion is a key factor in the project’s potential success. Known for free-to-play models like Combat Arms and MapleStory, Nexon has extensive experience in publishing large-scale multiplayer games.

Their expertise in maintaining live-service titles and adapting PC franchises to mobile could ensure that Overwatch Mobile and StarCraft find their place among successful mobile games.

With Blizzard’s ongoing development efforts, the gaming community eagerly awaits further announcements regarding gameplay details, monetization strategies, release dates, and global availability.

If executed properly, these mobile adaptations could introduce Overwatch and StarCraft to a broader audience, solidifying Blizzard’s presence in the mobile gaming market while breathing new life into its beloved franchises.