Tag Archives: Industry

Funko Pop! & itch.io – What happened?

In an unexpected turn of events, the popular indie game platform itch.io found itself temporarily offline due to actions taken by Funko, the company behind the iconic Funko Pop! collectibles. This incident has sparked significant controversy and raised questions about the use of automated brand protection services and the impact on smaller platforms and communities.

What Happened?

The entire Itch.io site was taken down after Funko filed a phishing report via an AI-powered brand protection service, BrandShield. This automated report incorrectly flagged the entire Itch.io domain, leading to its temporary removal from the internet. The report was initially aimed at a specific page on Itch.io that allegedly imitated Funko’s Funko Fusion game. However, due to the nature of the automated system, the whole platform was affected, causing widespread disruption.

Itch.io is a vital platform for indie game developers and enthusiasts, offering a space to share, discover, and support independent games. The temporary shutdown had significant repercussions:

  • Disruption of Sales: Many indie developers rely on Itch.io as their primary sales platform. The takedown meant lost revenue and exposure for numerous projects.
  • Community Frustration: Both developers and players expressed frustration and concern over the incident, emphasizing the need for more precise and fair handling of such reports.
  • Trust Issues: The incident has also led to trust issues between the indie game community and larger corporations that use automated tools to protect their brands.

Funko’s Response

Funko has since issued a statement addressing the incident. They clarified that the intention was to target a specific page on Itch.io that was allegedly infringing on their brand, not to take down the entire platform. Funko apologized for the inconvenience caused and assured that they would review their automated systems to prevent such incidents in the future.

Of course, this incident highlights several critical issues within the gaming and tech industries:

  • Automated Enforcement: The use of AI and automated systems for brand protection can lead to unintended consequences. There is a clear need for more nuanced and human oversight to avoid such widespread disruptions.
  • Vulnerability of Small Platforms: Smaller platforms like Itch.io are particularly vulnerable to such broad actions from larger entities. The incident underscores the need for fairer and more precise mechanisms to handle infringement claims.
  • Community Support: The strong reaction from the indie game community demonstrates the importance of platforms like Itch.io. It also showcases the power of community support in advocating for better practices and accountability.

For both Funko and the broader industry, this incident serves as a learning opportunity. It emphasizes the importance of careful and responsible use of technology in brand protection efforts. By fostering better communication and implementing more precise measures, companies can avoid unnecessary harm to valuable platforms and communities.

This controversy has also brought to light the resilience and unity of the indie game community, which continues to advocate for fairer treatment and better support for independent creators.

Suicide Squad: Kill the Justice League – Final Season and New Offline Mode

In a significant update from Rocksteady Studios, the developers have announced that the current season of Suicide Squad: Kill the Justice League will be its last. This decision marks a pivotal moment for the game, which has been a part of the DC gaming universe.

The final episode of Season 4 is scheduled to be released in January 2025. After this release, there will be no new seasonal content added to the game. This move signifies the end of ongoing updates and additions that players have come to expect over the past seasons. While this may be disappointing for some fans, it allows the developers to focus on maintaining and improving the core game experience.

In addition to wrapping up seasonal content, Rocksteady Studios is introducing a long-promised offline mode for the game. This mode is set to be launched this week, providing players with the ability to enjoy the game without needing a constant internet connection.

The offline mode will enable access to the main story campaign and all post-launch seasonal gameplay content, ensuring that players can continue their adventures in Metropolis even if they are not connected online.

Impact on Players

The announcement of the game’s final season and the introduction of the offline mode have several implications for the player community:

  • Continued Access: Players will still have access to all the content that has been released up to the end of Season 4. This includes all characters, missions, and events that have been part of the game’s lifecycle.
  • Enhanced Flexibility: With the new offline mode, players can enjoy the game at their own pace without worrying about internet connectivity. This is especially beneficial for those who may have unstable internet connections or prefer playing offline.
  • Focus on Core Experience: By concluding seasonal updates, Rocksteady Studios can focus on refining the core gameplay experience, addressing any lingering issues, and ensuring the game remains enjoyable for its existing player base.

Community Reaction

The response from the community has been mixed. While some players are saddened by the end of new seasonal content, others appreciate the introduction of the offline mode and the continued support for the game’s existing features. Rocksteady Studios has expressed gratitude to the players for their support and engagement over the game’s lifecycle.

The decision to end seasonal updates for Suicide Squad: Kill the Justice League marks the end of an era for the game. However, the introduction of the offline mode and the continued availability of all existing content ensures that players can still enjoy the game for years to come.

This move allows Rocksteady Studios to refocus their efforts and maintain the quality of the game, keeping the spirit of the Suicide Squad alive in the hearts of its fans.

Former God of War Art Director Joins Naughty Dog

In a significant move that has the gaming industry buzzing, Raf Grassetti, the former art director of the acclaimed God of War series, has joined the renowned studio Naughty Dog. This exciting development brings one of the most talented and respected artists in the gaming world to a studio known for its groundbreaking titles like The Last of Us and Uncharted.

Raf Grassetti played a pivotal role in shaping the visual identity of the modern God of War games. His work was instrumental in revitalizing the series with its stunning art and character designs, contributing to the critical and commercial success of the franchise. Grassetti’s departure from Santa Monica Studio marks the end of an era, but his legacy there will undoubtedly endure.

Grassetti’s move to Naughty Dog is a strategic win for the studio, known for its commitment to pushing the boundaries of storytelling and visual excellence in video games. His expertise and innovative vision are expected to enhance Naughty Dog’s upcoming projects, potentially bringing a fresh artistic direction and even more immersive worlds for players to explore.

While specific details about Grassetti’s role at Naughty Dog and the projects he will be working on have not been disclosed, the gaming community is eagerly anticipating the impact of his artistic prowess. Given Naughty Dog’s track record of high-quality, narrative-driven games, fans can look forward to exciting developments that may blend Grassetti’s distinctive style with Naughty Dog’s renowned storytelling techniques.

The announcement has garnered positive reactions from both fans and industry peers, who recognize the potential for incredible collaboration between Grassetti and the creative teams at Naughty Dog. This move also highlights the dynamic nature of the gaming industry, where top talent continues to seek new challenges and opportunities to innovate.

Raf Grassetti joining Naughty Dog represents a thrilling new chapter for both the artist and the studio. As the gaming world watches closely, the collaboration promises to deliver memorable and visually stunning experiences that will further elevate the standards of the industry.

The future Ubisoft is unclear at best – What’s the noise so far?

Is no secret that Ubisoft is currently facing pressure from shareholders to consider a potential sale. The company’s shares have fallen to decade lows, prompting discussions about a possible buyout. The Guillemot family, which founded Ubisoft and currently holds a significant stake in the company, has been in talks with Tencent and other investors about financing a management-led buyout.

However, the family wishes to retain control over the company, which complicates the negotiations and added to the mix, that this potential sale has broader implications for the gaming industry.

If successful, it could lead to significant changes in Ubisoft’s management and strategic direction1. The involvement of Tencent, a major player in the gaming industry, could also influence the company’s future projects and partnerships.

But it appears that the recent announcement of the sunsetting of XDefiant hold more than it was told publicly.

And we are starting with a expected and overdue sequel, Beyond Good & Evil 2…

Michel Ancel, the creator of Rayman and Beyond Good & Evil, recently spoke about the ongoing development struggles of Beyond Good & Evil 2 in an interview with Superpouvoir.

According to Ancel, the project has been significantly hindered by conflicts among the game’s managers. These clashes have stemmed from differing creative visions and approaches, leading to constant changes and a lack of cohesive direction.

Ancel pointed out that the artistic director, game director, and himself often found themselves at odds over the game’s direction.

This lack of alignment has resulted in a project that has struggled to find its footing, despite the high expectations set by its predecessor.

The ambitious scope of Beyond Good & Evil 2, which aims to offer an expansive and immersive universe, has only compounded these challenges, making it difficult for the team to deliver a consistent and unified vision.

With all the problems, there has been rumors about the effect of the Project Wild Cancelation snd with this, another significant revelation involves Ubisoft’s handling of the now-canceled PlayStation exclusive game Wild.

The game’s director has described Ubisoft’s management of the project as a “real scandal,” expressing deep frustration over the company’s approach. Wild was initially announced with much fanfare, promising a unique open-world experience where players could control various animals and explore a prehistoric world.

However, despite the initial excitement, the development of Wild faced numerous setbacks. The director highlighted issues such as a lack of clear direction, insufficient support, and constant changes in priorities from Ubisoft’s management1. These problems ultimately led to the project’s cancellation, leaving many fans and developers disappointed.

Finally, we are returning with XDefiant and with this, some uncomfortable rumor that it has the Internet talking all right.

Unofficial sources claims that Ubisoft’s decision to sunset XDefiant is part of a broader strategy to devalue the company in anticipation of a potential sale. While Ubisoft has not officially confirmed these rumors, the timing of the decision, coupled with ongoing discussions about a possible buyout, has fueled speculation.

The company’s shares have been under significant pressure, and the closure of XDefiant, along with the layoffs at Ubisoft’s San Francisco, Osaka, and Sydney studios, has been seen by some as a move to cut costs and streamline operations in preparation for a sale. The involvement of Tencent and other investors in financing a management-led buyout has added to these speculations.

It’s important to note that Ubisoft has stated that the decision to sunset XDefiant was primarily due to the game’s inability to attract and retain enough players in the highly competitive free-to-play FPS market. However, the broader context of potential sale talks cannot be ignored.

Is Capcom wanting to tell us something with a surprising RE Engine contest?

Capcom has announced its first-ever game development competition for Japanese students, utilizing its proprietary RE Engine. Titled the Capcom Games Competition, this event aims to invigorate the game industry by contributing to the development of research at educational institutions and training outstanding talent.

The RE Engine, also known as Reach for the Moon Engine, was originally developed for Resident Evil 7: Biohazard in 2014. Since then, it has been continuously evolved and used in several Capcom titles, including recent Resident Evil games, Dragon’s Dogma 2, and Monster Hunter Wilds. The engine simplifies complex technologies, making them manageable for developers, and allows for lifelike, photorealistic visuals.

The Competition Details

The competition is open to students aged 18 and older who are enrolled in a university, graduate school, or vocational school in Japan. Teams of up to 20 students will create games using the RE Engine in a cloud environment, with support from professional Capcom developers1. The competition spans a six-month period, during which teams will assign roles based on real-life game creator jobs.

Why I believe this MATTERS

Capcom’s initiative is significant for several reasons:

  1. Industry Growth: By providing students with access to a high-quality game development engine, Capcom is fostering the next generation of game developers. This helps to ensure a steady influx of skilled talent into the industry.
  2. Innovation: The RE Engine is known for its advanced capabilities, and by allowing students to use it, Capcom is encouraging innovation and experimentation in game development.
  3. Commercial Opportunities: Winners of the competition will receive game production support and an opportunity for commercialization. This not only benefits the students but also adds new, creative titles to the gaming market.
  4. Educational Collaboration: The competition strengthens the relationship between the gaming industry and educational institutions, promoting research and development in game design and technology.

Capcom’s commitment to nurturing talent and advancing game development technology through this competition is a positive step for the entire gaming industry. It highlights the importance of collaboration, innovation, and education in driving the industry forward.

Prologue & Artemis – What’s next for PUBG Creator Brendan Greene

Brendan Greene, the mastermind behind the wildly popular battle royale game PUBG (PlayerUnknown’s Battlegrounds), has provided exciting updates on his forthcoming projects, Prologue and Artemis. Greene also announced the launch of a free tech demo called Preface, offering players a tantalizing glimpse into the innovative technology and expansive worlds his studio is developing.

Prologue: The Beginning of a New Journey

Initially teased several years ago, Prologue is envisioned as a prelude to a much larger and more ambitious project. In his latest update, Greene described Prologue not just as a game, but as a “unique exploration of procedural generation”. The goal is to create vast, immersive worlds using advanced algorithms, providing players with endless exploration opportunities without repetitive or predefined landscapes.

Prologue is designed to test and showcase the underlying technology that will be central to Greene’s ultimate vision: Artemis. The game will challenge players to survive and navigate through a dynamically generated environment, using only the resources they can gather. This concept aims to push the boundaries of current gaming experiences by offering truly unpredictable and unique adventures every time.

Artemis: An Ambitious Vision

Artemis, Greene’s highly anticipated main project, promises to be a groundbreaking undertaking. Described as an “Earth-scale” virtual world, Artemis is set to offer a living, breathing ecosystem where players can interact with an expansive environment that mirrors the complexity and diversity of our planet.

Greene’s vision for Artemis includes the use of cutting-edge procedural generation technology, developed in-house by his studio. The game will leverage this technology to create diverse biomes, weather patterns, and ecosystems that evolve and react to player actions. This ambitious project aims to blend the boundaries between reality and virtual worlds, offering an unparalleled immersive experience.

Preface: A Glimpse into the Future

To showcase the technological advancements that will power both Prologue and Artemis, Greene’s studio has released a free tech demo called Preface: Undiscovered World. Available now, Preface allows players to explore a massive, procedurally generated planet with varied biomes and interactive systems.

Preface is designed to provide a hands-on experience with the new Melba engine, the proprietary technology developed by Greene’s team. Players can navigate through different terrains, weather conditions, and ecosystems, experiencing the potential of what Artemis will eventually offer. This demo serves as both a technical showcase and a tool for gathering player feedback to refine and enhance the final products.

Community Engagement and Future Plans

Brendan Greene emphasized the importance of community feedback in shaping the development of these projects. By releasing Preface, Greene hopes to engage with players and collect valuable insights that will inform the ongoing development of Prologue and Artemis.

As the gaming world eagerly anticipates the full release of these groundbreaking titles, Greene and his team remain committed to pushing the limits of procedural generation and creating truly immersive virtual worlds. The journey from Prologue to Artemis promises to be an exciting and innovative exploration of what the future of gaming can hold.

EA Expands Accessibility Patents Pledge with 23 New Patents

Electronic Arts (EA) has expanded its Accessibility Patents Pledge by adding 23 new patents to the initiative. Launched in August 2021, the pledge initially included five patents aimed at improving accessibility for players. Over the years, this number has grown to 15, and now, with the latest addition, the total stands at 38 patents.

These patents cover a range of technologies designed to make gaming more inclusive for players with disabilities or medical issues. Some of the newly added patents include:

  • Intelligent Personalized Speech Recognition: A system that improves the accuracy and efficiency of speech recognition by using personal phoneme mappings for each user.
  • Generating Expressive Speech Audio from Text Data: A system that generates expressive speech audio from text data, providing more control and personalization based on desired speaking style and speaker attributes.
  • Generating Speech in the Voice of a Player: A system that can generate speech in the voice of a player for their avatar, based on minimal sample speech data.
  • Voice Aging Using Machine Learning: A system that can age an original input voice to a desired target age without requiring additional voice samples.
  • Emotion-Based Music Style Change Using Deep Learning: A system that infers a player’s emotion while playing a video game and tunes the background soundtrack to best fit that emotion.

In addition to the patents, EA has also released an Unreal Engine 5 plugin that enables in-engine use of its photosensitivity analysis tech, IRIS, which was open-sourced last year. This plugin allows developers to analyze and identify frames that could potentially impact players who experience photosensitivity and make necessary adjustments.

EA’s commitment to making games more accessible is evident in its ongoing efforts to share its accessibility-centered technology with the wider industry royalty-free. By doing so, EA aims to encourage the industry to work together to remove barriers and make gaming more inclusive for everyone.

But of course, Amazon is promoting Secret Level TV Series with FREE games

Amazon Prime Gaming is celebrating the upcoming release of its animated show, Secret Level, by offering an additional 10 free games to subscribers. This surprise announcement comes as Prime Gaming gears up for the December 10 release of the show, which tells short stories set within the world of popular video games.

Prime Gaming subscribers can now claim these new titles, which include a mix of classic and modern games spread across different PC gaming platforms. Some of the games will be available for free into 2025, giving players plenty of time to enjoy them.

The free games lineup includes:

  • Baldur’s Gate: Enhanced Edition (GOG)
  • Baldur’s Gate II: Enhanced Edition (GOG)
  • Necromunda: Hired Gun (Epic Games Store)
  • Neverwinter Nights: Enhanced Edition (GOG)
  • The Outer Worlds (GOG)
  • Space Hulk: Deathwing – Enhanced Edition (Amazon Games)
  • Spelunky (GOG)
  • Warhammer 40,000: Dawn of War (Amazon Games)
  • Warhammer 40,000: Space Marine (Amazon Games)
  • Warhammer 40,000: Dawn of War II (Amazon Games, coming December 12)

Prime Gaming has already announced 18 free games for December 2024, and this latest batch of 10 new titles adds to the excitement. Subscribers can claim these games by connecting their Amazon and Twitch accounts, making it easy to access and enjoy the free content.

This offer is a great way for Prime members to build hype for the Secret Level series by exploring the games that inspired it.

Don’t miss out on this opportunity to add some fantastic titles to your gaming library for free!

GG XDefiant – Ubisoft will sunsets its biggest foray on team PvP First Person Shooter

Ubisoft has announced the sunset of XDefiant, its ambitious first-person shooter, starting today, December 3, 2024. This decision comes as a surprise to many fans, especially since the game had only recently launched in full.

Starting today, new downloads, player registrations, and purchases will no longer be available. However, Ubisoft has assured players that Season 3 will still be released as planned. The servers will remain active, and the game will be fully playable until June 3, 20252. During this period, existing players will continue to have access to all game features, including progression, events, rewards, and achievements.

For those who have invested in the game, Ubisoft is offering full refunds to players who purchased the Ultimate Founders Pack and those who bought digital currency or Season Passes since November 3, 2024. Refunds will be processed by the storefronts where the purchases were made and may take up to 8 weeks.

Executive Producer Mark Rubin expressed his gratitude to the community for their support and dedication.

We understand that this news may come as a disappointment, and we deeply appreciate the time and passion you have invested in our community.

While the sunset of XDefiant is undoubtedly a letdown for many fans, Ubisoft’s commitment to releasing Season 3 and providing refunds shows their effort to support the game’s player base during this transition.

The Journey of XDefiant: From Announcement to Sunset

XDefiant, Ubisoft’s ambitious first-person shooter, has had quite a journey since its announcement in July 2021. Initially known as Tom Clancy’s XDefiant, the game aimed to bring together characters from various Ubisoft franchises in a fast-paced, team-based multiplayer experience.

The development process began with a closed Insider test in North America in 2021, followed by a second test in February 2023. A closed beta test took place in April 2023, and an open session was held in June 2023, allowing players to experience the game and provide feedback. Despite the excitement and positive reception, the game faced several delays due to inconsistencies in the game experience.

XDefiant officially launched on May 21, 2024, and quickly gained popularity, reaching 1 million unique players within two and a half hours. The game’s success continued, with over 3 million unique players and around 300,000 concurrent players within 48 hours. However, despite the strong start, Ubisoft struggled to maintain player interest in the highly competitive free-to-play FPS market.

In a surprising announcement, Ubisoft revealed the decision to sunset XDefiant starting December 3, 2024. The game will remain playable until June 3, 2025, with Season 3 still set to be released3. Ubisoft cited the difficulty in attracting and retaining enough players to justify further investment as the primary reason for the decision.

The sunset of XDefiant has led to the closure of Ubisoft’s San Francisco and Osaka studios, with many employees transitioning to other roles within the company. Despite the challenges, the development team’s passion and dedication to the project have been widely recognized.

As the gaming community reflects on the journey of XDefiant, it serves as a reminder of the challenges and uncertainties in the gaming industry. While the game’s sunset is a disappointment for many fans, it also highlights the importance of player engagement and the competitive nature of the market.

Intel hasn’t called Game Over with Arc GPU business and Arc Battlemage Series enters the fray

Intel has officially announced its latest Arc Battlemage graphics cards, the B580 and B570, aimed at bringing high performance to budget-conscious gamers. These GPUs are designed to compete with mid-range offerings from Nvidia and AMD, offering impressive specs at competitive prices.

The Arc B580 will be available starting December 13, 2024, priced at $249. It features 12GB of VRAM, a clock speed of 2.67 GHz, and a power draw of 190W. The B580 is designed to deliver best-in-class performance-per-dollar, targeting 1440p gaming with support for Intel’s XeSS 2 upscaling technology.

Following closely, the Arc B570 will launch on January 16, 2025, with a price tag of $219. It comes with 10GB of VRAM, a clock speed of 2.5 GHz, and a power draw of 150W. Like its higher-end counterpart, the B570 also supports XeSS 2, promising enhanced performance and visual quality.

Intel’s new GPUs are built on the Xe2 architecture, which brings significant improvements in performance and efficiency. The B580 and B570 are expected to outperform their predecessors, the A750 and A770, by around 24% on average across a range of games.

With features like ray tracing and frame generation, these GPUs are set to offer a compelling option for gamers looking to upgrade their systems without breaking the bank.

The gaming community has been eagerly awaiting Intel’s entry into the GPU market, and the Battlemage series seems to be a promising step forward. With competitive pricing and strong performance, the Arc B580 and B570 could shake up the mid-range GPU market and provide more options for gamers.