December 1

Fortnite hit 14 Million concurrent players

During yesterday’s live event, featuring Snoop Dogg, Eminem, Ice Spice and the late Juice WRLD, Fortnite announced that they broke their record of concurrent players, which was over 14 million players.

Their previous highest number, was the transition from Chapter 4 to Chapter 5, “The Big Bang”, which had over 11 million players.

Additionally, yesterday’s event was held as a tribute to Juice WRLD, showing one of his songs “Empty Out Your Pockets” which was unreleased and seemingly recorded for this Fortnite collaboration. The overall event was done wonderfully, and a beautiful last concert for Juice WRLD after his passing in December 2019.

 

Link to the post, via X (formerly Twitter):

https://x.com/FortniteGame/status/1862950664281919658?t=kouWRrePVehTluyPUJRE-A&s=19

 

November 28

Rise of Japan in Videogames

Rise of Japan:

Some key pointers:

-Tristian Donavan “Replay” (book, gives more context than Tim can give in class)

 

-The unstoppable rise of Japan in the 1980’s in the videogame industry worldwide.

 

-1991 Sega launched Sonic that rivaled Mario, meaning that the game industry was held by two Japanese companies and designers.

 

-Nintendo became a pioneer company for Japan.

 

Two key perspectives:

-Drawing the Narrative from Tristian Donovan’s Replay. How the NES became such a wonderful console.

 

-We will look at Shigeru Miyamoto’s genius in creating landmark games which allowed Nintendo to shape culture.

 

What do JP RPG/Platform games tell us about the culture? And how does that reflect onto the wider culture of the world?

 

Reasons for the Console Market Crash:

Good reading for this would be “Replay” by Tristan Donovan.

The Console Market Crash was one of the most important moments in the history of videogames. It was a time where there was a mass production of games and home consoles of poor quality which broke the trust in consumers, making it so that the over produced cartridges that were not sold had to be disposed of (think of E.T’s commercial failure)

Because of this over saturation, the US market for video game consoles had plummeted by 97%, with the popular belief that “consoles are history” and that “Personal Computers would take over”

Another reason for the over saturation of games, which is pointed out by Bill Kunkel, who said in January 1983 that companies had “licensed everything that moves, walks, crawls, or tunnels beneath the earth. You have to wonder how tenuous the connection will be between the game and the movie Marathon Man. What are you going to do, present a video game root canal?”, which is a powerful statement and highlights the saturation of poor quality games that were used as a cash grab to capitalize on the success of the films. The best example of this was E.T, that was developed by one person in 5 weeks to meet the demands of the Christmas schedule release. The game was claimed to be of extremely poor quality and caused many parents to be enraged at retailers for selling such a horrible game.

 

Post War Era in Japan:

During the post war area in Japan there was a growth in the economic revival which lasted between 20-30 years. Because of the Hiroshima bombing, Japan was put back a couple of years when it came to technology, however it was thanks to hard work of the country, as well as some help from the US that they were able to re-build their civilization as well as their economy. Thanks to this companies were able to buy gadgets that were considered to be the latest of their time, allowing them to focus on getting consumer centered tech back in the market, and most importantly Consumer Electronics such as TV’s and Consoles.

Some of the companies were:

-Sony

-Sharp

-Toshiba

The Game and Watch:

A landmark success that occurred during the 1980’s was the “Game and Watch” handheld console. This relic of history was created when a young designer of Nintendo named Yokoi was on a bullet train and saw a business man playing on an LCD calculator and pressing buttons. The young designer pitched the idea to Nintendo’s president, Hiroshi Yamauchi. Yamauchi immediately wanted a business meeting with the CEO of Sharp Corporation, who at the time were the world’s biggest manufacturer of calculators. Within the week, Yokoi’s idea was given the “go ahead” by both Nintendo and Sharp to develop a calculator pocket sized game. This small yet effective handheld console put Nintendo ahead of the console market thanks to the leadership of Yamauchi.

Yokoi, and by extension Nintendo, believed that “Lateral thinking with withered technology” would be the best way to approach their consoles. By selling older hardware they can afford to sell it for cheaper, make more money, as well as explore the full potential with their software that the hardware was capable of. Which is why there were so many iterations of Game and Watch on the market. This business strategy is what allowed them to get ahead of the game, as well as a philosophy that they have followed and continue to follow to this day.

During 1980 and 1991 the Game and Watch sold over 44 Million units, which popularised the handheld console market.

The Nintendo Entertainment System:

The NES was a re-boxing of the Famicom, which was a seen as a home computer designed exclusively for games that could be enjoyed by everyone in the family. In 1984, just a year after it had released, it was the most popular console in Japan.

However, Nintendo of America struggled in bringing the console to the stores. Game journalists, investors and retailers were skeptical of putting a home console as well as the cartridges on shelves considering the market had plummeted. Nintendo tried their best to market the console as a “Entertainment System” rather than a “Home Console” because they believed that their console, as well as the games that they would bring to it, were much better than anything that had come before it. Before releasing the console, Nintendo invited kids to play their NES and gave them a selection of games, they did this because they knew that the primary way that they would be able to sell these consoles would be appealing to kids (which were still playing home console games in the US), and by doing so they could create games that would be enjoyed by the whole family.  They focused their primary selling in New York, since New York was such an important commercial area for the United States, if something sold there, it was guaranteed to sell everywhere else in the US.

I actually found this video on YouTube which is an interview with Gail Tilden who was working in the marketing department for Nintendo during the release of the NES in the 1980’s

Hope you enjoy the video!
https://youtu.be/Sn5v09L_uDg?si=nHHglA03DiZzrwRq

Shigeru Miyamoto:

-Shigeru Miyamoto is considered to be the most important game designer in history.

Donkey Kong for the arcades was the first game he ever designed. Donkey Kong’s mechanics mechanics play on how much we like chance, if the player gets too comfortable you may lose from the element of chance presented in the game.

-Nintendo tasked Miyamoto to design a game for the NES. He recreated his popular character “Jump-Man” to become the beloved “Super Mario” character we know today in the NES launch title “Super Mario Bros.”, which was the first game that had a scrolling background.

The original Legend of Zelda for the NES is considered to be a pioneer for videogames. It offered a diverse map of 128 different screens that allow the player to move around and travel in any direction they want, which would challenge the player in remembering the map since there wasn’t an overworld map. You could consider Legend of Zelda to be the first open world title, which is something the series would continue to build up upon following this installment. Within its first year Legend of Zelda sold over a million units, which really shows how revolutionary Nintendo, and Shigeru Miyamoto were for the console market back in the 80’s. A powerful quote from Miyamoto is “The player must feel the cold air around him when they go into a dungeon”, which is very prominent in the first installment in the Zelda series, especially with all the different designs for the dungeons. The freedom given to the player is exceptional and a never before seen within the gaming industry, which was an inspiration for many games that came after it, proving to be a highly regarded “Landmark game.”

 

In 1991, Sega released Sonic the Hedgehog for the Sega Genesis/Mega drive, which sparked the rivalry of popularity between Sega and Nintendo. This meant that the game industry was held by two Japanese companies and designers. Eventually, Sega fell behind to PlayStation and Nintendo, and now acts as a publisher and developing company for the consoles of both of these companies.

 

What do Japanese games tell us about the Japanese culture?

Quote from Takashi Murakami:

“But everyone who lives in Japan knows- something is wrong… Kawaii (cute) culture has become a living entity that pervades everything. With a population heedless of the coast of embracing immaturity, the nation is in the throes of a dilemma: a preoccupation with anti-aging may conquer not only the human heart, but also the body.

It is a utopian society as fully regulated as the science fiction world George Orwell envisioned in 1984: comfortable, happy, fashionable- a world nearly devoid of discriminatory impulses. A place for people unable to comprehend the moral coordinates of right and wrong as anything other than rebus for ‘I feel good’.”

Takashi Murakami, Little Boy: The Arts of Japan’s Exploding Subculture, 2005

(Meaning of the quote): People live mindless lives, where they return to being children. For Murakami the “cute” culture is a retreat to childhood because Japan cannot cope with thinking about Hiroshima and an aging society, trying to suppress the stress and anxiety they’ve had.

 

For additional context, read:

“Power Up”, (Chris Kolher)

“Japanese Culture through video games” (Rachel Hutchinson)

 

Category: LB433 | LEAVE A COMMENT
November 21

Vertical Slice in Blender

Here I will post all of the updates on my 3D model of my vertical slice!

As you can see in this image, I have made a basic version of the overall model, for example some basic pillars, a basic chair and some stairs that I used simple deform to get the shape of!

 

old version of the slice

 

 

22/11/24 update:

Today in Andy’s lesson I redesigned the pillars by making them a different shape and length, was able to make the stairs cover the platform (which I will cut at one point to add the wall behind said area) and I have also added a carpet and floor!, I found this quite challenging as I had to add collision to certain objects as well as the cloth texture to the carpet (It would sometimes fall through the scenery!), I was eventually able to get a still image that I liked and I applied it to the carpet, making it permanently be a “cloth”, thanks to having a wider area to work with I feel like I can play around with the overall area and my different models easier!

general shot of model Close Up shot of model

Category: LB457 | LEAVE A COMMENT
November 17

Verticle Slice sketch

For my verticle slice I pondered between doing Sci-Fi or Fantasy. I decided to go with Fantasy and came up with a couple of different ideas:

-Being in a “main street” of a medieval town, where the main focus of the viewer would be a fountain which would have houses on the sides and towered over by a castle in the back.

 

-A stable with horses and artillery, as if the knights were ready to go to war.

 

-A decaying/abandoned throne room, which would aim to give the “viewer/player” a sense of curiosity to know what went on in that place.

 

I decided to go with the last one, and I sketched out two rough designs for it.

-One would have a long stair way towards the throne, which would show the wealth of the Kingdom (making the mystery of what happened bigger)

-The other sketch was a simple throne room with just a carpet which would lead to the throne. The throne would be surrounded by decaying pillars as well as having a sword laying on the throne showing that the King died protecting his Kingdom (that last part was just to give it a “story”, I may not follow through with the sword part though)

 

Ultimately, I’ve decided to go with my second choice, I believe that scenario has more of a relation to what we see in real-world decaying ruins of old castles.

Sketch VS

Category: LB457 | LEAVE A COMMENT
November 15

UV Wrapping Trim Sheet practice

Today in Ashab’s lesson I learnt different ways of UV unwrapping and editing, for example I would mark a seam in face mode, mark all the ones in the same line then unwrap them

Then I would make sure there’s at least one rectangle and then I would use the option to “follow active quads” to make them all go into a straight line and then choose what design I would want reflected into my shape

 

No seam seam shaded modeActive quads Example of full thing

Category: LB457 | LEAVE A COMMENT
November 12

Mega Man X Retrospect/Analysis

Intro:

Over the weekend, whilst I went back home I remembered a game I used to play on the PSP. The game was titled Mega Man: Maverick Hunter X, which is a faithful 1:1 remake of the original Mega Man X (1994) for the Super Nintendo Entertainment System.

I desperately wanted to be the original, as I remember absolutely loving the remake.

I already had a version of the game for the SNES, and I also found out that there was a “Legacy Collection” on Nintendo Switch, I have played both and there aren’t any differences between the versions, so everything I say will apply to both versions of this game! (And technically the PSP remake, but I’m talking exclusively about the 1994 version/the switch port!, also the date is from the English release of the game, not the original Japanese one!)

The SNES:

The fourth generation of consoles in the late 80’s saw the transition of 16-bit microprocessors, which allowed for better graphics and audio. Additionally, there was a wider selection of colour as well as the ability to have Multi-Layer scrolling backgrounds (removing the necessity of having pitch black backgrounds to mask the boss being a part of the background instead of the stage), the SNES marked the first major console leap in the history of videogames. This also market the “standard” of consumers having to buy a new console every couple of years (since technology was advancing that much), this also sprouted the “technological knowledge” consumers would gain, being forced to choose which would be better between the Sega Genesis/Mega Drive and the SNES.

I believe that Capcom’s Mega Man X makes a wonderful usage of the wider availability of colour as well as the overall power to develop smaller stories for their players. Which I will go into deeper in my following points.

The Tutorial Level:

The introduction of the game shows you a small but important detail of the main character, the specifics on how he was created, his purpose (Which I’ll talk about later), and the specification of his model. Which just shows the amount of detail Capcom put into creating this world and their attempt to make it connect with the player from the get-go.

X specifications

The second you boot up “New Game”, you’re greeted with X spawning into a destroyed city.

As you progress, you will learn the core mechanics of the game:

-Shoot

-Walk forward

-Jump.

These mechanics may be quite simple, but the first level makes sure you learn them all. For example, early on it teaches you that enemies take multiple shots to be defeated. These shots can be charged up to deal more damage and have a wider surface area, the game also ensures that you jump over the enemies/projectiles in order to not have your HP drained. There are also sections where there are multiple enemies trying to attack you, which really puts the player to the test! (especially those who don’t want to get attacked!)

Bad enemies

There are also sections in which the game teaches the player the maximum jump that X can do, by placing platforms at a distance from each other which may look like X will fall. Additionally, there’s a section in which you fight a giant robot wasp. Once defeated, the wasp will impact on the floor making it and the player fall to a lower platform. This leaves the player wondering what to do next, since all they have are pillars and the wasp to work with. It’s at this point that the new mechanic is introduced to the player, X can do small wall jumps that allow him to project himself upwards, something that later levels will expand upon (allowing you to uncover secrets, different ways of fighting bosses and abilities!)

waspno waspwall jump

(Image of the wasp section!)

Full length jump

(Image of full length jump)

And lastly, the boss of the first level descends from a ship and is presented in a big mechanical suit, leaving his head exposed. The player will have to shoot projectiles towards the boss’ head to deal damage to him, though since the boss takes up so much space on the screen, he’s easily catching up to you and dealing damage to you. He will eventually chip your HP, making the player feel like you’ve lost and you’re witnessing what the boss does to you once defeated whilst delivering a victorious speech. He gets cut off by a blast that looks similar to the ones the player would use, followed by a red character. This red character is quickly shown to the player as an ally as X shouts “Zero!”, The boss, who’s revealed to be named Vile flees in the same ship he came from. Its then revealed that Zero is looking for a character named Sigma (the main villain!), and that he’ll wait for the player once they reach their full strength.

Zero saving X Vile defeating X

 

This introduction level is (in my opinion) a perfect way to introduce a game, especially with the technology presented with the SNES. Every mechanic introduction I pointed earlier wasn’t told to the player explicitly on screen (I am unsure if it was said on the manual as I don’t have one) which is a difference we see nowadays where games can have long extensive tutorials where its the basic controls we are used to in most games of the same console. I believe Capcom’s genius approach to how they presented the mechanics is honestly something worth noting, especially since they show in the first level how mechanically deep focused the gameplay and combat is!

They also made a wonderful usage of presenting their story in the opening minutes of the game, the SNES didn’t allow for an extensive 20+ hour story like we’re used to today, the technology of the time wouldn’t have allowed that, so I believe that the story moments and beats are cleverly placed to keep the players intrigued and engaged with it.

Sprite Work:

Despite the SNES being the most powerful console of its time, the colour pallet still suffered quite a lot. However, thanks to the technology offered by the SNES, developers were now able to mix different assets into their backgrounds, which allowed for immersivity for the player making the game feel like its own living, breathing world. You could definitely tell that the developers put much thought into what would be effective to transmit this feeling towards the player!

Example of multiple assets

Thanks to the new technology, you were also able to create rooms that would create a feeling of fear towards the player. For example, here we can see a variety of techniques such as the usage of the various background layering that the SNES provided, as well as the technology that allowed for the bosses to be significantly bigger than the player at play. We see two versions of the same fight, both of which are quite intense in both boss pattern as well as the design of the boss. Being stranded alone in a room with the final boss whilst they tower over the character directly challenges the player to want to defeat this boss.

Sigma fightWolf Fight

I believe Capcom also did wonderfully in the artistic department, Mega Man X has a distinct, recognizable art style which is consistent throughout, creating an immersive experience in which the player can resonate with further.

World Building:

Once the player exits the level, they’re presented with 8 different icons of the different bosses:

-Launch Octopus

-Chill Penguin

-Flame Mammoth

-Boomer Kuwanger

-Sting Chameleon

-Storm Eagle

-Armored Armadillo

-Spark Mandrill

Boss selectionart of all bosses

The bosses are simple. Pick their stage, clear the level, fight the boss at the end of the level. Surely they don’t have a specific order, or intertwine right?

So if you fight chill penguin first, whilst clearing the level you’ll see a capsule, when the player gets closer to it, a person introducing themselves as Dr. Light explains how X has to find capsules that he’s left throughout the different stages, which will grant X different abilities, such as faster charging, reduced damage, boosting, and a head piece that stops X from taking damage from falling rocks. This links back to Zero telling X that he’s incomplete and can get stronger, as strong as him. Furthermore, if you defeat Chill Penguin the ice environment of his level will actually expand onto the nearby volcano, freezing it in the process. This volcano is Flame Mammoth’s level, which usually has a layer of lava on the floor, which will challenge the player’s platforming skills. Luckily, if you defeated chill penguin that layer of lava will now be a walkable layer of snow!

Capsule from Light

(Capsule at Chill Penguin stage)

Flame Mammoth stage Ice Mammoth stage (pun intended)

(Comparison of before and after you defeat Chill Penguin’s stage and how it affects Flame Mammoth’s stage)

There’s other examples, if you defeat Storm Eagle on his ship and then go onto Spark Mandrill’s level, the electricity that will usually be an annoyance to the player will be out since the ship would have crashed onto Spark Mandrill’s layer (you can also see Storm Eagle’s ship at the beginning of the level once it has crashed!)

No ship in the layer Ship wreck

Additionally, if you defeat Launch Octopus, the water from his level will partially flood Sting Chameleon’s level!

shipFlood

The game also encourages you as a player to replay some of the stages a couple of times. For example, theres a destructible object in Chill Penguin’s layer that’s out of the way of the normal player route which requires the fire ability gained from defeating Flame Mammoth, once you destroy it you will gain a container that will expand X’s HP. There’s also a hidden secret in Armored Armadillo’s layer where you have to defeat an enemy before it reaches a certain area, if you do so the enemy won’t destroy a specific wall which is just tall enough for X to reach with a jump and get another HP container.

Flame Mammoth break

(Area from Chill Penguin that you destroy with Flame Mammoth’s ability)

Beat boss No beat boss

(Armored Armadillo comparison of when you defeat and don’t defeat the boss)

 

There are also certain abilities that are “stronger” against the other bosses. For example, you can infinitely freeze Spark Mandrill if you use the ability gained from Chill Penguin. Sure they make the bosses “easy”, but it also ties back to the actual lore of the game. All major enemies that X fights were once in the same team/side as him, fighting off robots that went maverick. It wasn’t until Sigma, the lead commander of the Maverick hunters, decided to go maverick (because he’s big bad evil!) and start to overrule the world. What I’m getting at is, the major bosses followed Sigma because they were either loyal to him, he convinced them, or they didn’t know they were rebelling (Spark Mandrill), this gives the bosses a sense of “humanization” in the sense that they have their own weaknesses and strengths. Which is why I believe it was a good call to have gimmicks within the mechanics of the game that allow you to easily defeat the boss without X appearing to be too powerful, since if you want to defeat each boss without the abilities from other bosses you will struggle, so having that choice of “do I want to make it easy?” is an amazing choice by Capcom.
Ice Mandrill

Narrative:

I’m keeping this section under world building since I already spoke about the story a bit there!

The story I mentioned earlier does sadly not get explained in Mega Man X’s game, but it is something I brought up anyway because it was relevant to the point I was making. However, the little story that is present in the game is not something to look over either. We get introduced to two characters at the beginning, Zero and Vile, Vile being introduced as an evil entity and Zero being shown as an “older brother” that X looks up to. It’s revealed right off the bat that X can get stronger, as strong or stronger than Zero, which encourages him to seek out information about Sigma. While he ventures, he will see capsules left by Dr Light, his creator, who’s left these capsules that will provide X with the abilities necessary to become stronger. Eventually, X will reach Sigma’s layer, in which he will find a familiar face. Zero would be laying on the floor. With the vital areas of his body destroyed, he says that he entrusts X with defeating Sigma (And if you haven’t unlocked the blaster, Zero will give you his, there isn’t a difference between the one he gives you and the one you can obtain by exploring!)

Once Sigma is defeated, his layer is destroyed. And as both X and the player watch the layer get destroyed on a far away cliff the following text appears:

“The war has ended for now and peace has been restored. But those who sacrificed themselves for the victory will never return.

Exhausted, X gazes at the destruction he helped cause and wonders why he chose to fight. Was there another way?

Standing on the cliff, the answers seem to escape him. He only knows that he’ll fight the mavericks again before he finds his answer.

How long will he keep on fighting? How long will his pain last? Maybe only the X-Buster on his hand knows for sure…”

This short, yet sweet narrative is an amazing example of an experience in which both the player as well as the character grow. X was forced to fight, and at the end he wonders “why?”, despite seemingly defeating the main villain, he’s taken many lives and seemingly seen his best friend die in front of him. This bittersweet ending is certainly not what the traditional “hero” story ends, as its always them saving the day and everyone being happy. However, X ponders if what he did was the right thing, building his character as a whole while making reference to Dr Light saying that “the world wasn’t ready for a robot with his free thinking capacity”

Context of DR LIght

 

Conclusion:

As you may have guessed, I absolutely love this game, especially when I revisited it after all these years. I believe that despite the hardware limitations of the SNES, Mega Man X stands as one of the best games on the library of the console, even to this day I believe it holds up quite well. The platforming is different to your standard Mario title, so if you’re looking to make a platform game, Mega Man X should be considered as an industry standard for an “Outstanding platformer”, if you have access to a SNES, or a Switch, or even a PSP to play the remake, I would really recommend you pick up Mega Man X!

I think Capcom did an absolutely amazing job to utilize the availability of the console’s power to create a game that’s astonishing aesthetically, mechanically challenging as well as a game that will withstand the test of time because of how masterfully it was done!

November 12

Roblox has revealed their new safety measures

Roblox developers have finally revealed what their new safety measures for their players whom are under 18 are.

They state that every creator will have to fill out a questionnaire by December 3rd. They’ve also said that each “experience” must have a visible “appropriate for all audiences” (be it in the title, or description), and any creation without a finished form will become “unplayable, unsearchable, and undiscoverable” by users under 13, but still available via a direct link.

In their blog, Roblox claims that this new change will “ensure parents and users have more clarity into the types of content available on Roblox and will help them make more informed choices about what they want to play.”

(link to article: https://www.gamedeveloper.com/business/roblox-s-new-safety-updates-keep-teen-players-from-unrated-experiences)

November 10

Even scalpers are struggling to sell the PS5 Pro

Sony revealed a couple of months ago that the Play Station 5 Pro would cost £700-800, which they thought would be a justified price, but is a price not all of their customers were happy with.

There was a huge debate on social media on “if the price change is really worth the small upgrade” (paraphrasing), this has bled onto the scalpers world, where they claim that they have a high stock of PS5 Pro’s, but not nearly enough demand for it. Something that contrasts what we saw in 2020 and 2021 with the original PS5 where they was low stock and high demand.

Why the change?, Consumers either already have a PS5, or can’t justify the price in upgrading from a PS4(/Pro) or another console to it, especially given the high cost of games and PlayStation Plus.

We shall see soon if Sony wants to cut down the price for the PS5 Pro, but at the moment it doesn’t look like they’re planning on it.

(Link to article: https://search.app?link=https%3A%2F%2Fwww.techspot.com%2Fnews%2F105500-scalpers-struggling-resell-playstation-5-pro-because-stock.html&utm_campaign=aga&utm_source=agsadl1%2Csh%2Fx%2Fgs%2Fm2%2F4)

November 10

Pocketpair reveals what the specific patents in Nintendo’s lawsuit

Pocketpair, the developers of Palworld have revealed a patent they have infringed according to the lawsuit Nintendo has filed against them.

The tree patents, which were all filed between May and July of 2024 draw similarities between Palworld and Pokemon Legends: Arceus, the descriptions of the patents state mechanics such as riding an object” or “throwing a ball to capture and possess a character in virtual spaces.”

Patent

Pocketpair has stated that they refuse to reveal more information to media/press on the matter unless the situation desperately calls for it, adding on that they’ll “continue to assert our position in this case through future legal proceedings.”

(link to article: https://www.gamedeveloper.com/business/pocketpair-reveals-specific-patents-featured-in-nintendo-s-lawsuit-against-palworld)

November 9

Sony has learnt from Concord’s failure

Concord’s rapid decline was a hard pill for Sony to swallow.

According to Kotaku, they invested 200Million in the development of Concord after the acquisition of the studio in 2023

Sony stated in its latest fiscal year report “We intend to share the lessons learned from our successes and failures across our studios, including in the areas of title development management as well as the process of continually adding expanded content and scaling the service after its release, so as to strengthen our development management system.”

This however won’t be applied to the studio behind Concord, Firewalk Studio, as they were shut down in October of 2024 by Sony.

 

(Link to article: https://www.gamedeveloper.com/business/sony-learned-a-lot-from-concord-failure-will-now-focus-on-proven-ip-)