Tag Archives: Gaming News

Xbox Muse is the start of serious AI use in gaming preservation and re-development

Microsoft has recently unveiled an exciting new development in the gaming world: Xbox Muse, a generative AI model designed to revolutionize game ideation and preservation. Developed in collaboration with Xbox Game Studios’ Ninja Theory, Muse is a groundbreaking tool that leverages real player inputs to create gameplay sequences.

What is Xbox Muse?

Xbox Muse, short for World and Human Action Model (WHAM), is a generative AI model trained using data from Ninja Theory’s multiplayer battle arena game, Bleeding Edge. The model can generate both game visuals and controller actions, providing a detailed understanding of the 3D game world, including game physics and player interactions.

How Does Xbox Muse Work?

Muse was trained using anonymized data from 500,000 play sessions of Bleeding Edge. This extensive dataset allows the AI to simulate realistic gameplay sequences, demonstrating a significant step towards generative AI models that can empower game creators2. The model can generate gameplay visuals at a resolution of 300×180 pixels, a considerable improvement over previous models.

Potential Applications of Xbox Muse

One of the most exciting aspects of Xbox Muse is its potential to revive nostalgic games that are no longer playable on modern hardware. By leveraging AI technology, developers can port old games to new platforms, making them accessible to future generations of players2. This not only preserves gaming history but also opens up new creative possibilities for game developers.

Microsoft plans to discuss AI experiences from Xbox in greater detail at the Game Developers Conference (GDC) 2025. Additionally, the company aims to make a series of AI-powered game experiences available on its Copilot Labs website, where subscribers can access various experimental AI features.

Xbox Muse represents a significant advancement in the intersection of AI and gaming. By harnessing the power of generative AI, Microsoft is paving the way for innovative game development and the preservation of classic games. As we look forward to more updates from Microsoft, the gaming community eagerly anticipates the exciting possibilities that Xbox Muse will bring.

Dark Souls: A PlayStation “What If”? because Sony being Sony

In the world of video games, few stories are as intriguing as the relationship between FromSoftware and Sony. This tale begins with the release of Demon’s Souls, a game that would later become a cornerstone of the “Soulslike” genre.

However, the journey to that point was fraught with challenges and misunderstandings.

Demon’s Souls was developed by FromSoftware in collaboration with Sony Japan Studio. Initially, it was planned that Sony would publish the game globally. However, due to the game’s high difficulty and negative early playtests, Sony decided not to localize Demon’s Souls for an English language release. Instead, Atlus published the game in North America, and Bandai Namco handled the European release1.

Sony’s Misjudgment

Former PlayStation executive Shuhei Yoshida revealed in an interview with the Sacred Symbols podcast that Sony’s decision not to publish Demon’s Souls globally was a significant misjudgment. Yoshida admitted that he didn’t see the game’s global appeal at the time and even described his initial experience with the game as “unbelievably bad”1. This decision led to a sour relationship between FromSoftware and Sony.

FromSoftware was deeply disappointed by how Sony handled Demon’s Souls. Despite the game’s eventual success, thanks to the efforts of Atlus and Bandai Namco, the developer felt let down by Sony’s lack of faith in the game. This disappointment led FromSoftware to turn down Sony’s offer to work on a sequel to Demon’s Souls.

Instead of working with Sony, FromSoftware decided to partner with Bandai Namco for the development of Dark Souls. This decision proved to be a turning point, as Dark Souls became a massive success and solidified FromSoftware’s reputation as a leading developer in the “Soulslike” genre.

Despite the rocky start, Sony and FromSoftware eventually reconciled. They teamed up once again for the development of Bloodborne, a PS4 exclusive that received critical acclaim. Yoshida expressed his respect for FromSoftware’s president, Hidetaka Miyazaki, and acknowledged that Bloodborne is one of his best games1.

Lessons Learned

The story of FromSoftware and Sony serves as a reminder of the importance of trust and communication in the gaming industry. Sony’s initial misjudgment and FromSoftware’s disappointment highlight the challenges that can arise when expectations are not met. However, the eventual collaboration on Bloodborne shows that redemption is possible, and great things can come from learning from past mistakes.

Palworld surpassed the 32 million players mark

In the ever-evolving world of video games, few titles manage to capture the imagination of millions within such a short span of time. Palworld, developed by Pocketpair, has done just that, surpassing an incredible milestone of 32 million players across PC, PS5, and Xbox in just one year. This achievement is a testament to the game’s unique blend of survival mechanics, action, and creature collection, which has resonated with a vast audience.

Palworld’s journey began with its early access release in January 2024. The game, often dubbed as “Pokémon with guns,” quickly gained traction due to its engaging gameplay and innovative mechanics. Players are tasked with exploring the environment, capturing and taming creatures known as Pals, and using them to complete various missions. Unlike traditional Pokémon games, Palworld allows players to equip their Pals with special gear, such as assault rifles, adding a unique twist to the classic creature collection formula.

Milestone Achievement

Pocketpair announced the milestone through a heartfelt social media post, expressing gratitude to the fans who made it possible. “Over 32 million Pal Tamers!” the message read. “It’s been a year since Palworld was released, and thanks to you our fans, Palworld has surpassed over 32 million players across all platforms!” This achievement is even more impressive considering the game’s availability on Xbox Game Pass from the very start, which significantly contributed to its widespread reach.

At its core, Palworld is a survival-crafting game that challenges players to construct bases, gather resources, and advance through various tiers of technology and equipment. The game’s creature collection twist, inspired by the Pokémon series, has been a major draw for players. Pals not only assist in battles but can also be put to work in the player’s base to farm materials or produce goods. This multifaceted approach to gameplay has kept players engaged and contributed to the game’s sustained popularity.

Legal Challenges and Future Plans

Despite its success, Palworld has faced legal challenges, most notably a lawsuit from Nintendo over alleged patent infringement related to the game’s mechanics. Pocketpair has vowed to fight the case in court, asserting their position and continuing to release major updates for the game. The developer recently unveiled the Palworld Year 2 roadmap, detailing plans for co-op crossplay, collaborations with other games, and new features for 2025.

Palworld’s journey from a promising early access release to a global phenomenon with 32 million players is a remarkable story of innovation, dedication, and community support. As Pocketpair continues to navigate legal challenges and expand the game’s features, the future looks bright for this unique and captivating title. Congratulations to the team behind Palworld for achieving this incredible milestone!

Pokémon Go & other popular AR games could land in Saudi Arabia Kingdom’s hand

Niantic, the developer behind the global phenomenon Pokémon Go, is reportedly exploring the sale of its gaming division to Savvy Games Group, a subsidiary of Saudi Arabia’s Public Investment Fund (PIF). This potential deal could significantly reshape the mobile gaming industry and raise questions about the future of Niantic’s popular AR games.

The Potential Deal

According to reports from sources of Bloomberg, Niantic is in advanced discussions with Savvy Games Group to sell its gaming business for approximately $3.5 billion. The deal would likely include Pokémon Go, Monster Hunter Now, and other titles developed by Niantic. While the terms of the deal remain confidential, sources suggest that an agreement could be reached in the coming weeks.

For Niantic, the sale would allow the company to focus on other ventures, including the development of AR technology for various applications beyond gaming. Niantic has been exploring areas such as geospatial data projects and the creation of a real-world AR metaverse. The sale would provide the company with the resources to pursue these initiatives more aggressively.

Impact on Pokémon Go and Other AR Games

The potential acquisition raises questions about the future of Pokémon Go and other Niantic games. Players are curious about Savvy Games Group’s plans for the acquired titles and whether they will continue to support and develop them. While Pokémon Go remains a major hit for Niantic, its subsequent games have not achieved the same level of success. The acquisition could provide Savvy Games Group with a platform for future growth in the AR gaming space.

The gaming community is closely watching the developments. Many fans of Pokémon Go and other Niantic games are concerned about potential changes under Savvy Games Group, especially regarding monetization and game updates. The community has expressed mixed feelings about the potential sale, with some hoping for continued support and others worried about the impact of the new ownership.

The potential sale of Niantic’s gaming division to Savvy Games Group could mark a new chapter in the company’s story. While the deal is not yet finalized, the fact that discussions are reportedly taking place indicates a potential shift in the gaming industry and the strategies of both companies. The future of Pokémon Go and other AR games remains uncertain, but the acquisition could provide opportunities for growth and innovation in the AR gaming space.

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.

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.