Category:

Uncategorized
Disney Lorcana Declares First World Champion
Disney Lorcana Declares First World Champion
3:13 pm

The fairy dust has settled, and a victor has arisen from Disney Lorcana‘s inaugural World Championship.

Ravensburger hosted the event at Walt Disney World from June 28-29, with 28 competitors invited to take part after qualifying through local events. Attendance was restricted to maintain “the best VIP experience [players] could possibly have,” but live streams on Twitch allowed more than 130,000 viewers at home to witness the historic event.

In the end, it was Dinh Khang Pham (“DKP”) from Germany who claimed the title of the world’s first Disney Lorcana World Champion, triumphing over Edmond Chiu in a 5-round contest. The format was a Triple Deck Challenge, demanding players to win three games each with a different deck, and although Chiu gained an early advantage, DKP managed to reverse the situation and clinch the third win with an Amethyst and Steel deck (specifically acquiring the last 2 lore he needed with Giant Cobra—Ghostly Serpent).

Beyond the historic honor of being Disney Lorcana’s first champion, DKP also received a trophy and a unique World Champion 2025 golden promo variant of Mickey Mouse—Brave Little Tailor. (As he noted on social media, this golden card pairs well with another extremely rare card he recently acquired: the most sought-after collector’s item from Magic: The Gathering—Final Fantasy, the serialized 1/77 Gold Chocobo variant of Traveling Chocobo.)

“It was absolutely exhilarating to witness DKP’s victory with so many Disney Lorcana TCG fans watching live on Twitch,” remarked Ravensburger’s Elaine Chase, Chief Marketing Officer for TCGs, Elaine Ch. “As a former competitive TCG player, it nourishes my soul to see so many contenders striving for the title of World Champion and the exclusive Golden Mickey Mouse Card.”

With this competitive season now in the annals of history, Ravensburger has started unveiling plans for the next season, with Challenge qualifiers scheduled in North America and Europe from now until next summer:

Europe:

– Challenge: Bologna Fiere, October 3-5 2025
– Challenge: Ghent Flanders Expo | March 6-8 2026
– Challenge: Dortmund | June 5-7 2026
– Championship: September 11-13 2026, Location TBD

North America:

– Challenge: Milwaukee, WI | October 24-26 2025
– Challenge: Richmond, VA | January 9-11 2026
– Challenge: Indianapolis, IN | June 19-21 2026
– Championship: August 28-30 2026, Location TBD

Additional regions will be added in the upcoming season, including events in Japan, China, and Australia. Ravensburger backs these qualifier events with rewards and promotional materials.

“We’re thrilled to support all types of Disney Lorcana TCG play moving forward,” stated Senior Tournament Manager, Steven Cooper. “That includes a variety of events that Ravensburger is backing that don’t fit into categories such as in-store play or Disney Lorcana Challenge. We aim to schedule more events like this globally in 2026 and beyond!”

A new chapter is set to begin for Disney Lorcana competitive or organized play. The arrival of the game’s forthcoming set, Fabled, in September will signal the game’s first-ever set rotation, with the first four sets “rotated out” of eligibility.

READ ARTICLE

Arrow
GeForce NOW Introduces Little Nightmares III Alongside 19 More Titles to Cloud Gaming for GFN Thursday
GeForce NOW Introduces Little Nightmares III Alongside 19 More Titles to Cloud Gaming for GFN Thursday
6:53 am

NVIDIA GeForce NOW is relentlessly broadening its cloud gaming portfolio, and on this GFN Thursday, the platform has introduced an additional 20 games, featuring the freshly launched “Little Nightmares III.” For those who may not know, GeForce NOW provides members with the opportunity to enjoy the latest games and content without having to wait for updates or patches. This is accomplished by integrating games into their cloud streaming platform, allowing members to play for a subscription fee, given they possess the game on a compatible platform. Users can tap into the capabilities of an advanced GeForce RTX GPU directly from the cloud without any installation or setup. GFN Thursday signifies the introduction of more titles to the service, and on July 3, 2025, NVIDIA GeForce NOW has incorporated 20 additional titles.

On this GFN Thursday, the newly launched “Little Nightmares III” and “Wuchang: Fallen Feathers” are now available on the platform, letting players access them on the release day. With the service now compatible with Steam Deck, players can jump in without any installation on a handheld device. The July 3, 2025, lineup includes:

**GeForce NOW – July 2025 GFN Thursday Releases**

– *Little Nightmares II* (New release on Xbox, available on PC Game Pass)
– *Figment* (New release on Epic Games Store)
– *Clicker Heroes* (Steam)
– *Fabledom* (Steam)
– *Rogue: Genesia* (Steam)
– *Schedule I* (released on Steam)
– *The Ascent* (New release on Xbox, PC Game Pass, July 8)
– *Every Day We Fight* (New release on Steam, July 10)
– *Mycopunk* (New release on Steam, July 10)
– *Brickadia* (New release on Steam, July 11)
– *HUNTER×HUNTER NEN×IMPACT* (New release on Steam, July 15)
– *Stronghold Crusader: Definitive Edition* (New release on Steam, July 15)
– *DREADZONE* (New release on Steam, July 17)
– *The Drifter* (New release on Steam, July 17)
– *He Is Coming* (New release on Steam, July 17)
– *Killing Floor 3* (New release on Steam, July 24)
– *RoboCop: Rogue City – Unfinished Business* (New release on Steam, July 17)
– *Wildgate* (New release on Steam, July 22)
– *Wuchang: Fallen Feathers* (New release on Steam and Epic Games Store)
– *Battle Brothers* (Steam)

For further details on NVIDIA GeForce NOW releases or to register, enthusiasts can check out the official [NVIDIA website](https://www.nvidia.com/en-us/geforce-now/).

READ ARTICLE

Arrow
SPINE Transforms Warfare into a Stylish and Thrilling Gun-Fu Adventure
SPINE Transforms Warfare into a Stylish and Thrilling Gun-Fu Adventure
10:33 pm

I entered *SPINE* at Summer Game Fest 2025 with elevated expectations. The neon-lit avenues of Tensor City appeared to promise a rich, vibrant environment, and developer Nekki offered a sneak peek into the gameplay as Redline—a graffiti artist-turned-revolutionary—in their forthcoming cyberpunk action game. I found myself captivated. After spending 20 minutes with this chic gun-fu fighter, I departed believing that Nekki has created something unique—a game that not only pays tribute to [John Wick](https://www.cgmagonline.com/review/movie/john-wick-chapter-4-2023-review/)’s graceful violence but also transforms it into an interactive form of art.

*SPINE* allows players to take on the role of Redline, a red-haired creator whose existence is dramatically altered upon acquiring a sentient spinal implant. This isn’t just another cybernetic upgrade—the implant, simply known as Spine, serves as her combat ally in the battle against the oppressive Tensor AI regime that governs her city. The concept immediately brings to mind [The Matrix](https://www.cgmagonline.com/review/movie/the-matrix-resurrections-review/) and Neo’s odyssey, yet Redline’s narrative feels thoroughly her own, grounded in street art culture and urban insurrection, with a visual style that evokes Hong Kong and other Asian metropolises.

The combat system stands as the game’s most significant draw, gracefully merging martial arts with firearms in what the creators refer to as gun-fu. It brought to mind what [viewers witnessed in *Equilibrium*](https://www.imdb.com/title/tt0238380/) back in the early 2000s. Throughout the *SPINE* demo, guiding Redline as she sliced through waves of foes felt profoundly cinematic. She danced around adversaries with graceful agility, delivering powerful kicks and strikes before effortlessly moving into weapon-based finishes—and let me tell you, it’s spectacular. *SPINE* seems crafted to enable players to experiment and discover the full extent of its combat, rather than struggle with each fresh challenge, allowing them to star in their personal action film.

However, as you can discern by now, *SPINE* diverges slightly from the ordinary action game. Its distinguishing factor is its dedication to providing a one-of-a-kind cinematic experience. The third-person perspective sustains a letterboxed, film-like aesthetic throughout the majority of encounters, ensuring Redline’s electrifying combat style and eye-catching red attire remain prominent against the cyberpunk landscape.

### “Throughout the *SPINE* demo, guiding Redline as she sliced through waves of foes felt profoundly cinematic.”

Naturally, raw hand-to-hand combat represents only one facet of this gun-fu action title, and *SPINE* introduces an ample selection of options for dispatching adversaries. The weapon system injects tactical nuance without introducing overwhelming complexity. Redline begins every confrontation armed with a basic handgun and a can of spray paint—the latter utilized to temporarily blind oncoming foes. Scatterings of weapons throughout each level include shotguns and other firearms. Nonetheless, ammo depletes rapidly, compelling players to depend on melee techniques and environmental takedowns to advance. This scarcity generates tension and promotes inventive problem-solving, whether it involves hurling foes off rooftops or snatching their weapons mid-fight.

I was informed during my demo that the studio created its own animation engine, dubbed Cascadeur, which collaborates with Unreal Engine 5 to produce those fluid, film-quality takedown sequences. The outcome is combat that flows without clumsy interruptions or abrupt shifts. Finishing moves merge seamlessly into the action, crafting moments that genuinely encourage players to cheer. One particularly unforgettable scene exhibited Redline snatching a foe’s shotgun before instantly using it to execute a brutal finishing move—pure cinematic brilliance.

### “For action gaming enthusiasts who have longed for a genuine John Wick–style experience, SPINE seems set to fulfill that fantasy…”

While combat is a crucial element, it’s the game’s overall visual style that enhances the experience, embracing its cyberpunk backdrop without resorting to stale clichés. Neon graffiti accents add character to combat encounters, while Tensor City’s oppressive architecture forms the ideal setting for rebellion. The artistic direction underlines the game’s narrative themes, with Redline’s artistic roots influencing both the world design and her combat animations.

The boss fight that wrapped up the demo showcased *SPINE*’s challenge scaling. Battling an opponent with analogous cybernetic enhancements resulted in a notable difficulty spike, requiring heightened strategic thinking and precise timing. I’ll concede—I failed several times in my effort to defeat this other Spine user. Yet I appreciate how it all functions and how the developer structured the experience, helping the player feel empowered while daring to challenge their newly honed skills against formidable adversaries.

*SPINE* is set to release sometime in 2026 on PC, PlayStation 5, and Xbox Series X|S.

READ ARTICLE

Arrow
Stronghold Crusader: Definitive Edition Reveals Detailed Roadmap Ahead of July 15 Launch
Stronghold Crusader: Definitive Edition Reveals Detailed Roadmap Ahead of July 15 Launch
2:03 pm

Firefly Studios has revealed a thrilling roadmap for the eagerly awaited launch of “Stronghold Crusader: Definitive Edition,” which is scheduled for July 15. This announcement has intensified the excitement of fans who are keenly anticipating the game’s debut. The roadmap details the studio’s dedication to supporting the title following its release, with two significant updates slated for 2025.

The announcement showcases remarkable fan involvement, with 195,000 demo downloads and 230,000 wishlists since the game’s announcement. The post-launch strategy encompasses expected fixes, enhancements, and balancing for the upgraded RTS remaster. Furthermore, Firefly Studios has confirmed two major updates for 2025, motivated by substantial fan enthusiasm. In addition to the previously mentioned Autumn and Winter Updates, two paid DLCs are also under development for the remaster.

The complimentary Autumn Update will unveil a groundbreaking economic campaign and introduce a new CPU-controlled commander. Players will tackle five missions that concentrate on economic goals, highlighting the city-building aspects of “Stronghold Crusader.” This update will bring three new maps, with an additional three maps scheduled to be released in the Winter Update, culminating in a total of six free maps. The Winter Update will feature a highly desired addition, enabling players to customize CPU opponents, castles, and campaigns, allowing them to craft their perfect rivals.

The paid DLCs will each present two new CPU opponents and a collection of demanding missions referred to as a “skirmish trail.” These updates are all that Firefly Studios has disclosed for the moment. “Stronghold Crusader: Definitive Edition” is set to launch on July 15, and fans can access more details on the official website as the release date nears.

READ ARTICLE

Arrow
Actor Michael Madsen Passes Away at 67 Years Old
Actor Michael Madsen Passes Away at 67 Years Old
5:43 am

The prolific actor who featured in films like *Reservoir Dogs, Donnie Brasco* and *Die Another Day* has been found deceased in his Malibu residence.

As reported by [NBC Los Angeles](https://www.nbclosangeles.com/entertainment/actor-michael-madsen-death-malibu/3738032/?amp=1), deputies responded to a 911 call, arriving at Madsen’s home in the early hours of July 3rd, 2025. He was declared dead at the scene from natural causes, with no foul play suspected. Manager Ron Smith confirmed via email that Madsen succumbed to cardiac arrest. Madsen was 67 years of age.

In a statement, Managers Susan Ferris and Ron Smith, along with Publicist Liz Rodriguez expressed, “In the past two years, Michael Madsen has produced remarkable work in independent film, featuring in upcoming productions like *Resurrection Road*, *Concessions* and *Cookbook for Southern Housewives*; he was very much anticipating this next phase of his life.” They added, “Michael Madsen was one of Hollywood’s most legendary actors, and he will be deeply missed by many.”

Madsen was also on the brink of releasing a new book titled *Tears For My Father: Outlaw Thoughts and Poems*, and [as per IMDB](https://www.imdb.com/name/nm0000514/?ref_=nv_sr_srsg_0_tt_5_nm_3_in_0_q_michael%2520madsen), he is scheduled to posthumously feature in nearly 18 films. Madsen was an exceptionally esteemed actor, involved in almost 328 projects across film, television, and video games. His IMDB entry describes him as “an enigmatic force in the entertainment industry, widely recognized as one of the most intense and captivating actors of our time.”

Although he commenced his acting career in 1982, his breakout performance was as Mr. Blonde in Quentin Tarantino’s *Reservoir Dogs*. Madsen frequently aligned with Tarantino, featuring in *Kill Bill Vol 1 & 2, The Hateful Eight,* and *Once Upon a Time in Mexico*. He also lent his voice to various video game characters, notably Toni Cipriani in *[Grand Theft Auto III](https://www.cgmagonline.com/news/grand-theft-auto-vi-new-trailer-2nd/)*, Don Rafferty in *True Crime: Streets of LA,* and the English voice of Shimano from the 2005 game *Yakuza*. He was acknowledged for portraying “tough-guys” while imbuing them with emotional depth.

Madsen is survived by his wife, DeAnna Morgan, and his five children. He will be truly missed.

READ ARTICLE

Arrow
The Function of Gamification in Boosting Customer Interaction via Digital Platforms in 2025
The Function of Gamification in Boosting Customer Interaction via Digital Platforms in 2025
9:23 pm

Gamification has evolved well past simple badges and points. In 2025, it has emerged as a fundamental aspect of how digital media companies attract and retain customers. It influences how individuals engage with news applications, streaming platforms, and financial technology interfaces. Gamification incorporates features that ignite curiosity, foster competition, and build community. Businesses are discovering that designs inspired by gaming keep users engaged and transform them into active participants rather than mere observers. This trend is aiding brands in cultivating loyalty in an environment where attention is perpetually at stake.

The New Rules of Engagement

User expectations have transformed. Audiences seek media experiences that are rewarding, making gamification a perfect solution for this transition. Financial applications, especially in sectors like cryptocurrency and banking, have been among the first to implement these strategies. This is due to the fact that gamification assists users in navigating complex topics in manageable increments, which promotes regular usage.

For instance, certain cryptocurrency platforms and trading communities incorporate game-style objectives, point systems, and streak incentives to facilitate user learning about asset management while keeping them actively engaged with the platform. A few cryptocurrency sites provide clear explanations regarding coin futures, margin tracking, and risk management integrated with gamified features that make daily interactions feel valuable. Whether it involves daily check-ins for bonus streaks or completing educational tasks for minor rewards, these techniques provide users with goals to pursue without it feeling like an additional burden.

Badges Are Out, Meaningful Progress Is In

Initial gamification attempts often centered around rewarding users with shiny badges for actions such as logging in. While these strategies were effective for some time, they could not maintain attention once the novelty faded. By 2025, digital media and fintech organizations are transitioning to progression-centric systems that seem more meaningful.

By staying current with the latest features from popular franchises such as Grand Theft Auto and Call of Duty, various news outlets and online publications are piloting gamified features that motivate regular updates and increased engagement. Though not widespread, these initiatives frequently concentrate on rewarding engaged users with benefits like access to exclusive newsletters, live Q&As, or temporary ad-free content. Rather than relying on mere badges, these incentives enhance the reading experience, aiming to foster a habit while making involvement feel rewarding.

Streaming services are also exploring similar concepts, where viewers can “level up” by interacting with recommended shows or curating playlists for others. This approach encourages viewers to delve deeper into content libraries, rather than simply scrolling passively.

Learning Meets Play

Gamification also proves effective for education within digital media. Whether covering financial literacy, health topics, or current events, employing game-like systems enables platforms to assist users in absorbing information seamlessly.

One banking application introduced a quiz feature linked to its educational articles, providing users with small cashback rewards for correct responses. A health-oriented media platform transformed daily check-ins and quizzes into a “quest” for subscribers, promoting learning about wellness while also delivering entertainment. ScienceDirect published a study demonstrating how these systems enhance information retention while boosting app engagement. These gamification aspects have turned education into something users anticipate rather than avoid.

Community Matters More Than Competition

Many perceive gamification as solely about outperforming others, but by 2025, platforms are recognizing that users crave connection, not just rivalry. Digital media and fintech platforms are implementing social leaderboards, collective goals, and community challenges to promote shared advancement.

For example, fintech communities frequently initiate group challenges in which users set joint financial savings targets, sharing their progress in a stress-free environment. News applications host community trivia nights, promoting learning and social engagement. These systems allow participants to experience goal achievement together, thereby sustaining their involvement through shared motivation and success.

Subtle, Seamless Design Wins

One reason gamification often does not succeed is that it may come off as forced, resembling an added layer to an app instead of an integrated part of it. By 2025, the most effective examples are from platforms that <a href="https://www.rocketsource.com/blog/customer-journey-mapping/" target="_blank"

READ ARTICLE

Arrow
Examining Identity via Jungian Psychology in the Persona Series
Examining Identity via Jungian Psychology in the Persona Series
1:03 pm

The Persona series has consistently showcased its eccentricity with pride. It’s fashionable, thought-provoking, somewhat unhinged — and somehow succeeds in making demon fusion feel deeply meaningful. Yet, underneath the anime visuals and top-tier soundtracks lies a surprisingly intricate foundation: Carl Jung’s framework of the human psyche.

Indeed, the same Jung who introduced archetypes, the shared unconscious, and the notion that you might be unknowingly projecting your unresolved issues onto your former partner. Persona 5 Royal takes all of this and morphs it into a game where you summon your inner self, tackle internal struggles, and engage with metaphors.

If you’re jumping in with a Persona 5 Royal Steam code, be aware that you’re embarking on a journey that encompasses Jungian theory, adolescent rebellion, and cloaked metaphysics.

Jung, But Ready for Battle

At the heart of Jungian psychology is the notion that we all don masks — personas — to navigate society. These aren’t fabrications; they’re refined representations of ourselves meant to be acceptable. Yet behind the mask lies the Self, the complete, unrestrained you, filled with insecurities, hidden fears, and unresolved parental issues.

The Persona series makes this concept tangible. Your Persona is your alternate self — summoned during combat, developed through self-reflection, and brought to life by facing the darkest recesses of your mind. Jung referred to this process as individuation. Persona dubs it a boss battle in a luminous palace populated with shadow creatures and nuanced allusions to capitalism. Tomato, tomahto.

Shadow Work (With Experience Points)

Jung’s idea of the Shadow — the subconscious part of us that we reject or repress — is pivotal to the series. Every foe in Persona 5 Royal represents someone who has been entirely overtaken by their shadow self: compromised educators, exploitative supervisors, twisted lawmakers. They’re exaggerated, of course, but the horror stems from their relatability. These are individuals who were rewarded for neglecting their humanity.

In contrast, your eclectic group of teenagers each confronts their shadow to evolve. Ann regains her empowerment. Yusuke grapples with genuineness. Futaba finds healing through confrontation. Their Personas arise from these experiences not merely as enhancements, but as emblems of acceptance. You don’t annihilate your shadow — you embrace it.

So if you’ve ever looked into a mirror and questioned your identity – or if your mirror unexpectedly began speaking and providing tarot readings, perhaps a Persona 5 Royal Steam code is the therapeutic experience you thought you didn’t require.

The Velvet Room: Jung’s Dream Archive

Next is the Velvet Room — an intermediary space between awareness and the subconscious, where a man with an elongated nose and his increasingly foreboding aides assist you in fusing Personas like psychic Pokémon. It’s bizarre. It’s dreamlike. It’s essentially Carl Jung’s lucid dream, but featuring fusion mechanics and metaphors about parole.

The Velvet Room serves not only as a gameplay center. It symbolizes your inner self — the crucible for growth. Your choices there mirror your evolving psyche. Who you opt to fuse speaks as loudly about you as which Confidants you engage with or which assignments you skip to go dungeon exploring.

Discovering Yourself… and Battling a Deity

The climax of most Persona games involves confronting a deity-like figure that embodies societal conformity, indifference, or absolute control. Jung might have articulated it more delicately, but the essence remains the same: to truly become whole, you must reject the external pressures dictating who you should be.

Persona doesn’t simply turn psychology into a game. It challenges you to be open. To confront the aspects of yourself you might prefer to overlook. And perhaps, to understand that healing doesn’t diminish your strength — it empowers you, even if that empowerment includes summoning a fiery horse wearing sunglasses.

READ ARTICLE

Arrow
"Monster Hunter World: Broadening the Franchise's Allure to Fresh Audiences"
“Monster Hunter World: Broadening the Franchise’s Allure to Fresh Audiences”
4:43 am

Before *Monster Hunter World*, the franchise was akin to that eccentric yet brilliant relative at family gatherings — intense, niche, and perpetually discussing the art of crafting trousers from wyvern hide. It had devoted followers, certainly, but it hardly made a splash on the mainstream scene beyond Japan. Engaging with it required real dedication: mastering complex systems, tolerating clunky controls, and pretending to enjoy loading screens every few paces. But then *World* emerged, flung the door wide open, and proclaimed, “What if we made it *actually enjoyable to play*?”

And somehow, without simplifying it, Capcom succeeded.

## The Monster Hunter Overhaul (Without the Identity Crisis)

*Monster Hunter World* accomplished the unimaginable: it made the franchise approachable. Not easy, not superficial — merely comprehensible. Out of nowhere, there were tutorials that elucidated concepts without sounding like a tax guide. The maps had no loading areas. The weapons, while still delightfully bizarre, now clearly communicated their functions. And cooperative play didn’t necessitate a dissertation and a blood agreement.

If you purchased a *Monster Hunter World* Steam code, you likely experienced this equilibrium instantly. You weren’t being spoon-fed, but you also weren’t being launched off a cliff by a complex control scheme before learning how to consume a potion. It honored your time *and* your inquisitiveness — a rare combination in gaming, or life, honestly.

## Larger Beasts, Broader Appeal

Let’s discuss the monsters. They weren’t merely boss encounters — they were intense, unscripted occurrences. Witnessing a Rathalos swoop down mid-hunt and sabotage your strategy isn’t a glitch; it’s a characteristic. The game’s interactive ecosystem transformed every confrontation into a chaotic wildlife documentary, assuming the creatures were 30 feet tall and occasionally ablaze.

And that’s what captivated players — the spectacle. The *essence* of it all. You didn’t need extensive experience with the series to realize that using a ten-foot katana to conquer a lava dinosaur was awesome. It was immediate, visceral, and oh yes, online. Suddenly, your casual gamer friend could jump into your session and yell alongside you as a Nergigante reduced your tactics to tattered armor.

## The Hub Became the Social Spot

What was once menus transformed into spaces. *World’s* gathering hub was vibrant, inviting, and oddly filled with cats (as it should be). Between hunts, you weren’t simply adjusting loadouts — you were indulging in adorable animated meals, performing silly emotes, and showcasing your layered armor as if it were Paris Fashion Week for lizard slayers.

This social element converted grinding into a communal experience. Hunting didn’t feel like a chore because everything surrounding it was so refined and atmospheric. Even the crafting mechanism felt like a gratifying loop rather than a spreadsheet simulator. And for returning gamers, the enhancements weren’t betrayals — they were long-awaited love letters.

## From Niche to Worldwide

*Monster Hunter World* wasn’t merely an enhancement — it was an epiphany. It deciphered the formula for remaining faithful to a cherished concept while welcoming a wider audience. It didn’t trade depth for broad appeal; it simply conveyed itself more effectively.

And now, what was once a cult phenomenon is among Capcom’s top-selling titles. So, the next time someone asserts “accessibility ruins games,” remind them: *Monster Hunter World* broadened its audience without compromising its essence. And it achieved this one magnificent, thunderous, ecosystem-shaking behemoth at a time.

READ ARTICLE

Arrow
Microsoft Job Cuts Affect Xbox Division: Perfect Dark, Everwild, and Additional Initiatives Terminated
Microsoft Job Cuts Affect Xbox Division: Perfect Dark, Everwild, and Additional Initiatives Terminated
8:23 pm

In a startling development regarding the recent layoffs impacting Microsoft employees, yet another studio has regrettably found itself on the list of cuts.

As reported by Windows Central, sources informed the outlet earlier today that, in addition to the cancellation of Rare’s upcoming IP Everwild, The Initiative—the studio responsible for the latest installment in the Perfect Dark franchise—will also be shutting down, with its project being cancelled as well. Windows Central has now confirmed this information.

An internal message from Xbox Game Studios leader Matt Booty was shared with Windows Central, stating: “We have reached the decision to halt the development of Perfect Dark and Everwild, as well as phase out several unannounced projects throughout our portfolio. Consequently, we are closing one of our studios, The Initiative.” Booty continued: “These choices, alongside various changes across our teams, signify a wider initiative to realign priorities and direct resources to better equip our teams for enhanced success amid a shifting industry landscape.”

As per Windows Central, one of the “unannounced projects” was ZeniMax’s anticipated MMORPG named Blackbird, which was expected to follow in the footsteps of The Elder Scrolls Online. Citing their informants, Windows Central disclosed that all content presented during the recent Xbox Showcase in June is “secure.” Nevertheless, Kotaku’s Ethan Gach has also indicated that Undead Labs, the studio behind State of Decay 3, has been impacted by layoffs.

These reductions are part of a wider layoff spree today, as Microsoft trimmed its workforce by four percent, which translates to around 228,000 employees. It’s a heartbreaking reduction that seemingly validates Microsoft Game Studios co-founder Laura Fryer’s recent video regarding Microsoft’s tumultuous business strategy. In 2023, Microsoft’s largest layoff involved roughly 10,000 individuals. The firm has laid off nearly 15,000 employees in 2025.

READ ARTICLE

Arrow
Previous Microsoft Executive Asserts Xbox Lacks Interest in Continuing Hardware Production
Previous Microsoft Executive Asserts Xbox Lacks Interest in Continuing Hardware Production
12:03 pm

In a recently uploaded video on her YouTube channel, Laura Fryer, a veteran Xbox partner and executive producer on various Microsoft initiatives, conveyed her worries about Microsoft’s prevailing strategic choices. The video, shared on June 28th, 2025, emphasizes Fryer’s concerns regarding the company’s aspirations in hardware, recent mergers and shutdowns, and possible price increases, labeling Microsoft’s strategy as “disordered.”

Fryer particularly concentrated on the status of Xbox as Microsoft’s internal hardware, implying that the brand is essentially “no longer alive.” She talked about the collaboration between Xbox and ROG, especially the recently launched Xbox ROG Ally, sharing her apprehension that Xbox may be slowly withdrawing from the hardware sector. Fryer expressed, “I’m saddened because, from my viewpoint, it seems Xbox has no interest or simply cannot deliver hardware any longer.”

She raised doubts about the value offering of the Xbox ROG Ally, stressing that consumers require a strong incentive to invest in new hardware. Fryer reflected on the development of the original Xbox, observing that the Xbox ROG Ally may not entice buyers unless it competes well on price. Nonetheless, she was skeptical about this scenario, noting that the ROG Ally is merely a rebranded existing item, with its lowest variant priced at approximately $600. Fryer concluded that lowering the price is unlikely to be the element that motivates gamers to acquire the handheld.

Fryer also condemned Microsoft’s absence of attractive game exclusives, which she identifies as a vital factor for hardware purchases. She pointed out that numerous expected games, like “State of Decay 3,” “Perfect Dark,” and “Fable,” remain in the development phase without updates, despite being in the pipeline for over five years. Fryer candidly stated, “Xbox doesn’t do exclusives anymore,” and criticized the “Xbox Anywhere” project, suggesting it undermines the necessity for Xbox hardware as games can be accessed on other devices such as PC, PlayStation 5, or Nintendo Switch.

Fryer’s perspectives carry substantial weight given her vast experience in the industry. She was among the initial members of Microsoft Game Studios in 1995, held the position of Director of the Xbox Advanced Technology Group in 2000, and served as the General Manager of the Seattle Division of Epic Games in 2001. Her achievements include being recognized as one of The Hollywood Reporter’s “Top 12 Most Influential Women in Gaming” and one of Next Generation’s “Game Industry’s 100 Most Influential Women.”

READ ARTICLE

Arrow
Arrow Arrow