Tag Archives: Industry

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

Microsoft’s Xbox Price Hike: Market Pressures, Earnings, and Nintendo’s Influence

Microsoft has announced a significant price increase across its Xbox product line, affecting consoles, controllers, headsets, and even future first-party games. The decision, which takes effect immediately, comes amid rising development costs and shifting market conditions.

The price hikes impact various Xbox models and accessories, with some seeing increases of up to 27%. Here are some of the key adjustments:

  • Xbox Series S 512GB – $379.99 (was $299.99)
  • Xbox Series S 1TB – $429.99 (was $349.99)
  • Xbox Series X Digital – $549.99 (was $449.99)
  • Xbox Series X – $599.99 (was $499.99)
  • Xbox Series X 2TB Galaxy Special Edition $729.99 (was $599.99)
  • Xbox Wireless Controller (Core) – $64.99 (no increase)
  • Xbox Wireless Controller (Color) – $69.99 (no increase)
  • Xbox Wireless Controller – Special Edition – $79.99 (no increase)
  • Xbox Wireless Controller – Limited Edition – $89.99 (was $79.99)
  • Xbox Elite Wireless Controller Series 2 (Core) – $149.99 (was $139.99)
  • Xbox Elite Wireless Controller Series 2 (Full) – $199.99 (was $179.99)
  • Xbox Stereo Headset -$64.99 (no increase)
  • Xbox Wireless Headset – $119.99 (was $109.99)

Additionally, Microsoft confirmed that new first-party Xbox games will be priced at $79.99 starting this holiday season.

Microsoft’s latest earnings report highlighted strong performance in its gaming division, but also pointed to increasing costs in game development and hardware production. The company cited global economic pressures, including tariffs and supply chain disruptions, as key factors behind the price adjustments.

Despite these challenges, Microsoft remains committed to expanding its gaming ecosystem, emphasizing cloud gaming and cross-platform accessibility. The company’s statement reassured players that it is focused on delivering value while adapting to market realities.

Overall Financial Performance

  • Total Revenue: $64.7 billion (+15% YoY)
  • Operating Income: $27.9 billion (+15%)
  • Net Income: $22.0 billion (+10%)
  • Diluted Earnings Per Share (EPS): $2.95 (+10%)
  • Microsoft Cloud Revenue: $36.8 billion (+21%)

Gaming Revenue Breakdown

The Xbox sector experienced significant growth in Q4, powered by acquisitions and game content sales:

  • Total Gaming Revenue: $6.4 billion (+61% YoY)
  • Xbox Content & Services: $5.2 billion (+68%), primarily driven by Activision Blizzard revenue
  • Xbox Hardware Revenue: $1.2 billion (+42%), following price adjustments and strong console sales

Key Drivers Behind Gaming Growth

  1. Activision Blizzard Impact
    • Microsoft completed the acquisition of Activision Blizzard, leading to increased gaming revenue.
    • Titles like Call of Duty: Modern Warfare III and Diablo IV contributed significantly to Xbox content sales.
  2. Game Pass Expansion
    • Subscribers exceeded 33 million, signaling continued engagement in Microsoft’s subscription model.
    • First-party titles gained momentum, with Starfield, Forza Motorsport, and Minecraft Legends driving engagement.
  3. Hardware Price Adjustments
    • The Xbox Series X/S saw sales growth despite the announced price increases.
    • Premium editions and bundles performed better than anticipated.

Microsoft’s revenue growth in gaming aligns with broader industry trends. While competing with Sony’s PlayStation and Nintendo’s Switch, Microsoft’s investment in cloud gaming, Game Pass, and major acquisitions has positioned Xbox favorably for future expansion.

Nintendo’s Indirect Role

Interestingly, Microsoft’s price hike follows a similar move by Nintendo, which recently raised the price of select games to $79.99. While Nintendo has not increased console prices, its decision to adjust accessory costs due to market conditions may have influenced Microsoft’s strategy.

Nintendo’s pricing shift set a precedent, signaling that higher game prices could become the industry standard. Microsoft’s move aligns with this trend, ensuring its pricing remains competitive while addressing rising production costs.

Microsoft’s decision to raise Xbox prices reflects broader industry trends and economic pressures. While the increases may frustrate some gamers, they underscore the evolving landscape of console gaming, where companies must balance affordability with sustainability.

With Nintendo’s pricing adjustments setting the stage, Microsoft’s move suggests that higher costs may become the norm across the gaming industry. Whether other companies follow suit remains to be seen, but for now, Xbox players will need to prepare for a more expensive gaming experience.

The End of an Era: Electronic Arts and Codemasters Abandon WRC Games

For rally racing fans, the name Codemasters has long been synonymous with high-quality, immersive rally games. From the legendary Colin McRae Rally series to the Dirt franchise, Codemasters has been a driving force in bringing the thrill of off-road racing to gamers worldwide.

However, recent developments have signaled the end of an era—Electronic Arts (EA) has announced that Codemasters will no longer be developing World Rally Championship (WRC) games, effectively halting the studio’s involvement in rally gaming.

The decision to step away from WRC games comes amid broader changes within EA. The publisher has been restructuring its gaming portfolio, leading to layoffs and project cancellations. While EA initially acquired Codemasters in 2021 with the promise of becoming a “global leader in racing entertainment,” the reality has been far more turbulent. In 2022, EA shut down Codemasters’ Project Cars series, and in 2023, the studio faced significant layoffs.

Now, with rally racing off the table, Codemasters appears to be shifting its focus entirely to Formula 1 (F1) games, with F1 25 set to release soon. This marks a major shift for the studio, which has spent nearly three decades crafting some of the most beloved rally titles in gaming history.

What’s Next for WRC Games?

While Codemasters is stepping away, the Fédération Internationale de l’Automobile (FIA) has assured fans that WRC gaming will continue. The organization has hinted at an “ambitious new direction” for the franchise, though details remain scarce. This suggests that another developer may take the reins, potentially bringing fresh ideas and innovations to the WRC gaming experience.

For now, EA has confirmed that EA Sports WRC will remain available for existing and new players, ensuring that rally fans can still enjoy the latest installment. However, without Codemasters at the helm, the future of WRC gaming remains uncertain.

Codemasters’ departure from WRC games is a bittersweet moment for rally enthusiasts. While the studio’s legacy in rally gaming is undeniable, the shift toward F1 titles reflects the evolving priorities within EA. The hope now lies in the FIA’s promise of a new direction—one that could breathe fresh life into WRC gaming.

As we wait for more details, one thing is certain: rally fans will be watching closely to see who takes the wheel next.

This is the second and almost immediate bad news we got from Electronic Arts right after Respawn Entertainment acknowledged cancelling two gaming projects to concentrate on Apex Legends and Star Wars games.

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.

Split Fiction is already heading to theaters

The world of gaming and cinema is abuzz with excitement as the critically acclaimed video game Split Fiction gears up for its big-screen adaptation. Developed by Hazelight Studios and published by Electronic Arts, Split Fiction has captivated players with its unique blend of fantasy and science fiction, coupled with innovative co-op gameplay mechanics.

Released in March 2025, the game quickly became a commercial and critical success, selling over two million copies in its first week.

The story of Split Fiction revolves around two writers, Mio and Zoe, who are polar opposites in their literary preferences—Mio is a sci-fi enthusiast, while Zoe is deeply rooted in fantasy. The duo is invited by a book publisher to test a device that brings their stories to life.

However, things take a dramatic turn when they find themselves trapped in a simulated world that merges their narratives. The stakes are high as they must navigate this chaotic mashup to escape before their ideas are stolen and they are trapped forever.

According to Variety, the upcoming movie adaptation has already attracted significant attention, with Jon M. Chu, known for Wicked and Crazy Rich Asians, set to direct. Sydney Sweeney, celebrated for her roles in Euphoria and Madame Web, is attached to star in the film and will also serve as an executive producer. The screenplay is being crafted by Rhett Reese and Paul Wernick, the talented duo behind Deadpool and Wolverine. While Sweeney’s role—whether Mio or Zoe—has yet to be confirmed, her involvement has heightened anticipation for the project.

The film is being produced by Story Kitchen, a powerhouse in video game-to-screen adaptations, with a track record that includes the Sonic the Hedgehog films and the upcoming Streets of Rage movie. With such a stellar team behind it, the Split Fiction movie promises to be a faithful and thrilling adaptation of the game, exploring the dynamic relationship between its protagonists and the challenges of blending their contrasting worlds.

As the boundaries between gaming and cinema continue to blur, Split Fiction stands as a testament to the storytelling potential of video games and their ability to inspire compelling cinematic experiences. Fans of the game and newcomers alike are eagerly awaiting more updates on this exciting project.

Will the movie capture the magic of the game? Only time will tell, but the journey promises to be an unforgettable one.

Jason Citron Steps Down as CEO of Discord

After nearly a decade at the helm of one of the internet’s most beloved communication platforms, Jason Citron, co-founder and CEO of Discord, has announced his decision to step down. This marks a significant transition for the company, which has evolved from a niche gaming chat app into a cultural phenomenon with over 200 million monthly active users.

Starting April 28th, leadership will officially shift to Humam Sakhnini, a seasoned executive known for his tenure at Activision Blizzard and King. While Citron is stepping away from day-to-day operations, he will remain on Discord’s board and serve as an advisor, ensuring that the company’s original vision and community-first ethos remain intact.

The Legacy of Jason Citron

Citron’s journey with Discord began in 2015, when he and co-founder Stanislav Vishnevskiy sought to create a better way for gamers to communicate online. What started as a simple fix for unreliable voice chat quickly grew into something much bigger—a digital home for communities, creators, and businesses alike.

Under Citron’s leadership, Discord expanded beyond gaming, becoming a hub for study groups, fan clubs, developers, artists, and even political activists. The company’s workforce has also grown significantly, with around 870 employees today.

Citron’s departure comes amid growing speculation that Discord is preparing for an IPO. Reports suggest that the company has met with investment bankers to discuss a potential initial public offering (IPO) as soon as this year.

While Discord has not officially confirmed these rumors, the hiring of a high-profile executive like Sakhnini has fueled speculation. In a recent interview, Citron addressed the IPO chatter with cautious optimism, stating: “We don’t have anything to announce, but as you can imagine, hiring someone like Humam is a step in that direction.”

What’s Next for Discord?

With Sakhnini at the helm, Discord is poised for its next phase of growth. His experience in scaling entertainment businesses and monetizing digital platforms could signal new revenue strategies for Discord, including potential advertising models and premium features.

As the company navigates this transition, one thing remains clear: Discord’s impact on online communication is undeniable. Whether it moves forward with an IPO or continues to operate as a private entity, its influence on gaming, tech, and broader digital culture is set to grow even further.

Response to the Palworld lawsuit by Pocketpair revealed!

Pocketpair, the developer behind Palworld, has taken a bold stance in its legal battle against Nintendo and The Pokémon Company. The lawsuit, filed in Japan, accuses Palworld of infringing on patents related to monster-catching gameplay mechanics. Pocket Pair, however, has mounted a defense by citing prior works that utilized similar mechanics, arguing that Nintendo’s patents should not have been granted.

Revealed by Gamesfray, Pokectpair filed back in February its defense that went for two months under the radar and the TLDR is that Nintendo is conveniently pointing finger just for the mere selective pointing.

Pocket Pair’s defense hinges on the concept of “prior art,” which refers to previously existing works that demonstrate the mechanics in question were not novel at the time of Nintendo’s patent applications. The developer has listed several games and mods, including Rune Factory 5, Titanfall 2, Pikmin 3 Deluxe, Far Cry 5, Tomb Raider, and Final Fantasy XIV, as examples of prior art.

They argue that these titles already featured mechanics like releasing monsters or capture items, throwable objects, and targeting systems.

Additionally, Pocket Pair has pointed to its own game, Craftopia, as evidence that similar mechanics were already in use before Palworld. The developer also referenced mods like Pocket Souls for Dark Souls 3 and Nukamon for Fallout, as well as games like Monster Hunter 4G and Octopath Traveler, to bolster its case.

As you recall, the lawsuit was filed last year by Nintendo and instead of going of the aesthetic likeness that some Pals have with Pokémon creatures, had the Japanese veteran going for specific legal term with patents which some of the were granted in middle of the lawsuit’s run, specifically patents: 7,545,1917,493,117, 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.

Nintendo and The Pokémon Company are each seeking 5 million yen, plus late payment fees.

This case raises important questions about the balance between intellectual property protection and creative freedom in the gaming industry. While Pocket Pair’s defense challenges the validity of Nintendo’s patents, the outcome of this case could set a precedent for how similar disputes are handled in the future.