Archives March 2024

Final Fantasy VII Rebirth Gets Four-Part Series Detailing Its Creation

If you finished Final Fantasy VII Rebirth and are curious to learn more about how it came to be, Sony and Square Enix have released a new making-of series called Inside Final Fantasy VII Rebirth. The four-part series features interviews with thirty of the game’s lead designers, such as director Naoki Hamaguchi, creative director Tetsuya Nomura, and producer Yoshinori Kitase, who discuss how Square brought Rebirth to life.

Each episode tackles different aspects of Rebirth. Episode 1 focuses on world-building, Episode 2 covers the story/cutscenes, Episode 3 is all about the characters and combat, and Episode 4 tackles the English voice actors. Each episode runs between 15-18 minutes. You can watch the first episode below.

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Nine Sols, A Hand-Drawn Action Game By The Makers Of Detention, Arrives In May

Nine Sols sports a hand-drawn art direction and an aesthetic that blends sci-fi, cyberpunk, Eastern mythology (the legend of Hou Yi in particular), and Taoism. Players control a cat-like warrior named Yi, who is awakened after years of slumber in New Kunlun, a city for humans created by nine god-like rulers. New Kunlun may appear to be a utopia, but a secret surrounds it as Yi embarks on a vengeful quest to take down all nine rulers. 

The 2D Metroidvania features fast-paced combat and a parry system directly inspired by Sekiro: Shadows Die Twice. In addition to a sword, Yi is armed with a divine bow and uses Taoist talismans to make enemies explode. A sprawling, interconnected map features numerous NPCs to assist, secrets, and challenging boss battles. 

Here on the website, we offer much of our content for free, including game reviews, daily news, videos, event coverage, and more – all with minimal ads.

We do so with a small editorial team, alongside contributing paid writers from around the world – over 65 individuals from 9 countries around the world, just in the last couple of years.

It’s not possible without support.

In a time when game makers and games coverage have faced hard struggles and layoffs, the future of this 30+ year magazine and community is at risk. Our new standalone magazine subscription is the number one way you can keep us alive – and we believe you’ll get a pretty fantastic gaming magazine in your mailbox every few weeks for your trouble.

Thank you.

Take-Two Purchases Gearbox Entertainment From Embracer For $460 Million

Embracer Group has divested Gearbox Entertainment from its stable of video game studios, with Take-Two Interactive purchasing the company for $460 million. This sale is part of Embracer’s massive, ongoing restructuring designed to cut costs after a planned $2 billion deal with Saudi Arabia-backed Savvy Games Group fell through in 2023. 

This move means Embracer no longer owns Gearbox’s development entities, such as Gearbox Software, Gearbox Montreal, and Gearbox Studio Quebec, nor franchises such as Borderlands/Tiny Tina’s Wonderlands, Homeworld, Risk of Rain, Brothers in Arms, and Duke Nukem. These assets will be acquired by Take-Two, which owns Rockstar Games and 2K, among other labels. Closing of the transaction is expected to take place in fiscal year Q1 2024/25, pending customary regulatory approvals.

In a press release from Take-Two, Gearbox confirms it has six titles in the works. Five are sequels, and two of those sequels are from the Borderlands and Homeworld franchises. It also has an announced new IP in development. 

However, Embracer does retain other branches/subsidiaries of Gearbox. That includes Gearbox Publishing San Fransisco (soon to be renamed), which has publishing rights to the Remnant franchise, Hyper Light Breaker, and other upcoming unannounced titles. Additionally, Embracer is keeping Cryptic Studios (Neverwinter Online, Star Trek Online), Lost Boys Interactive, and Captured Dimensions. According to the press release, these companies will be “welcomed and integrated into other parts of Embracer Group in the coming period.”

In a press release, Embracer CEO Lars Wingefors writes, 

“Today’s announcement marks the result of the final structured divestment process and is an important step in transforming Embracer into the future with notably lower net debt and improved free cash flow. Through the transaction, we lower business risk and improve profitability as we transition to becoming a leaner and more focused company. After evaluating several options for Gearbox, I am happy that we have reached a solution that is in the best interest of all stakeholders. Randy and the team have been great team members throughout the past years, and I would like to thank them all for that. As one of the world’s greatest games developers, I am confident that Gearbox will continue to innovate and thrive in their new home within Take-Two.”

Gearbox founder and CEO Randy Pitchford adds,

”As a significant long-term Embracer Group shareholder, I believe in the strategy for the Embracer Group going forward and am completely convinced that this transaction is the best possible scenario and an obvious net positive arrangement for Embracer Group, for TakeTwo and, of course, for Gearbox Entertainment. My primary interest is always Gearbox, including our talent and our customers. I want to personally ensure fans of our games that this arrangement will ensure that the experiences we have in development at Gearbox will says Randy Pitchford, founder and CEO of Gearbox be the best it can possibly be.”

Here on the website, we offer much of our content for free, including game reviews, daily news, videos, event coverage, and more – all with minimal ads.

We do so with a small editorial team, alongside contributing paid writers from around the world – over 65 individuals from 9 countries around the world, just in the last couple of years.

It’s not possible without support.

In a time when game makers and games coverage have faced hard struggles and layoffs, the future of this 30+ year magazine and community is at risk. Our new standalone magazine subscription is the number one way you can keep us alive – and we believe you’ll get a pretty fantastic gaming magazine in your mailbox every few weeks for your trouble.

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No Rest For The Wicked Developer Moon Studios On Why Remote Development Is Key To Its Success

However, while the frosted glass of the front door of the two-story apartment we entered was engraved with the words “Moon Studios”, this studio is actually just Mahler’s workplace. Korol met us in Vienna for the cover story, but he actually lives in Israel. The rest of Moon Studios lives around the world, because Moon Studios is completely remote – there is no headquarters to report to or central location to work. 

“We absolutely 100 percent believe it allows us to hire the best talent,” Mahler tells me. “I think for us, it was a little bit easier because we never knew anything else. We started as a remote studio. I do think it’s much harder if you’re at an established studio and you have established, proven processes that are all based on being in the office, and then now, suddenly, the world stops and you have to work remote but these processes […] you’re reliant on […] you have to be in the office for. 

“I think that’s a really difficult change to make. That’s like changing the DNA of a studio, but we never had to do that.”

Mahler says he wouldn’t be in game development if not for the internet and, subsequently, remote work. He lives in Austria, and “there’s almost no [games industry] here.” But because of remote work, he was able to work at studios around the world. “I think that’s just amazing, right? That you can find all these people who are just amazingly talented, no matter where they live in the world, and if they’re super hungry, if they’re really passionate, if they’re willing to throw themselves in, then they can get a job in the games industry.” 

He says studios that believe you have to work in the office for good work simply haven’t adapted yet. He hopes Moon Studios’ resume of games speaks to the idea that great products can come from remote studios. “I get this question a lot: ‘How did you make it look so coherent?’,” he says. “The workflow is exactly the same: people play the project, they play the build, they’re in touch with one another all the time. I don’t necessarily know why we need to sit in an open office space to achieve that.” 

Korol, who attributes their belief in remote work to meeting Mahler on an online forum in 2004 before creating Moon Studios together in 2009, agrees. 

“Some people blame certain things that don’t go right when people are working remotely on the fact that it’s remote work,” he says. “But I think it has to be a bit more nuanced. If you’re just trying to force a remote culture on top of the office approach, which is how a lot of these companies are structured, it’s not going to work. You have to kind of re-envision how the communication works, how the documentation works, how the work flow works, and what the big focus point is. I personally believe that remote work actually puts the emphasis on the product and the work even more than office work.”

Korol admits the team does miss out on the opportunity for water cooler moments, which he says can be fantastic moments, but Moon Studios does try to replicate them with streams, meet-ups, and more. 

Korol points to a lack of commute, giving employees back more of their time, and the ability to be with family more easily as key factors for Moon Studios’ remote success.

“There’s no commute, so you don’t have to worry about wasting time,” he tells me. “Especially with people with families. We find it works really well for them because they can be with their kids. We’ve heard all these stories of people that say, ‘Oh, I had to ship this game, and I didn’t see my kid growing up, and I missed that precious period where I will never have that again, and my kid will never be that age again and it’s gone, and I was just so busy with work.’ But if you work remotely from home, you can still be there for your family and do great work.

“You can pace yourself much better, and you can take care of your mental health much better, so I’m a huge believer in [remote work.]”

Ultimately, Korol and Mahler, Moon Studios’ two leads, believe remote work is the most efficient process. Studios that aren’t remote are missing out on great talent for their games, they say. 

“We believe it’s really ultimately the most efficient process if you do it right, if you hire for that, if you optimize all communication for that,” Korol adds. “And like with everything else, you also have to iterate. So if things go wrong, your first reaction shouldn’t be, ‘Oh, let’s bring everybody back to the office.’ The reaction should be, ‘Well, why isn’t it working? Can we fine-tune it? Can we tinker with it a little bit more?’ And I feel like maybe some people are jumping the gun a little bit too fast and are missing out on some opportunities with great talent.” 

You can learn even more about No Rest for the Wicked by checking out our features and videos rolling out over the coming weeks in our exclusive coverage hub below. 

Here on the website, we offer much of our content for free, including game reviews, daily news, videos, event coverage, and more – all with minimal ads.

We do so with a small editorial team, alongside contributing paid writers from around the world – over 65 individuals from 9 countries around the world, just in the last couple of years.

It’s not possible without support.

In a time when game makers and games coverage have faced hard struggles and layoffs, the future of this 30+ year magazine and community is at risk. Our new standalone magazine subscription is the number one way you can keep us alive – and we believe you’ll get a pretty fantastic gaming magazine in your mailbox every few weeks for your trouble.

Thank you.

Earthblade, The Next Game From The Makers Of Celeste, Has Been Delayed

Celeste and Towerfall developer Extremely OK Games has announced its next game, Earthblade, has been delayed. The fantasy platformer was scheduled to launch sometime this year but has now been pushed to an undetermined window.

In a candid blog post, Extremely OK Games’ head Maddy Thorson opens by writing,

“I know, I know, this update is long overdue. We appreciate your patience as we try our best to make this video game that appears to be stubbornly determined to not get made. More on the process in the following paragraphs, but first we need to face the music: this game ain’t coming out in 2024. We had hoped to be announcing a firm release date around now, but it just isn’t in the cards. We know that this will be disappointing for a lot of you and we’re sorry for that. Maybe this was predictable, but still it always sucks when the haters are right.”

Thorson continues by announcing more positive news in the addition of veteran indie developer and friend Kyle Pulver to the small team. Despite the studio’s reservations about recruiting new talent due to due to concerns Thorson describes such as “increasing communication overhead, and creating more financial pressure as our burn rate balloons,” Thorson is confident Pulver’s ideas and fresh vision have helped the team reexamine Earthblade, its problems, and identify solutions. 

Thorson also admits that Pulver’s hiring came after realizing they had become a “bottleneck” to Earthblade’s development process. 

“I’ve struggled to keep up with my workload and provide a strong direction for the team, while navigating all of the challenges of my personal life, including my gender transition. Transition involves a lot of change, uncertainty and doubt, and it’s easy to see how that has bled into Earthblade.”

Thorson describes themselves and the team battling uncertainty around the project following setbacks, but that studio still believes in Earthblade. Thorson states they were currently recovering from transition-related surgery and that being on the other side of it has helped them regain clarity and ease for what’s next. “It feels like the start of a new era,” Thorson writes. 

Here on the website, we offer much of our content for free, including game reviews, daily news, videos, event coverage, and more – all with minimal ads.

We do so with a small editorial team, alongside contributing paid writers from around the world – over 65 individuals from 9 countries around the world, just in the last couple of years.

It’s not possible without support.

In a time when game makers and games coverage have faced hard struggles and layoffs, the future of this 30+ year magazine and community is at risk. Our new standalone magazine subscription is the number one way you can keep us alive – and we believe you’ll get a pretty fantastic gaming magazine in your mailbox every few weeks for your trouble.

Thank you.