Epic Is Refunding Fortnite Players Who Bought These Two Emotes

Epic is refunding players who purchased The Side Shuffle and Jubi Slide emotes from Fortnite. In a future shop update, players will be able to purchase both emotes in a bundle for 600 V-Bucks.

The Side Shuffle and Jubi Slide are almost identical. The only significant difference between them is the music that plays while they are performed. The emotes debuted in Fortnite roughly two years apart, but given how similar they are, some Fortnite players complained that Epic was “reskinning” an emote in a manner it hasn’t really done before. The argument seemed to sway the developer, which will now group the emotes together at a price that nearly makes them buy-one-get-one-free. Both emotes are heavily inspired by jubi2fye, a TikTok user who went viral for popularizing the dance.

The newer of the two emotes, Jubi Slide, seems unlikely to be sold as a standalone item again given how it was removed from the store just hours after it appeared. The bundle will likely become the new standard way to add these emotes to your locker, though Epic has not made that absolutely clear.

For more Fortnite content, check out our guide detailing where to find all the Olympus and Underworld chests and our guide detailing everything included in the Chapter 5 Season 2 battle pass.

New Disney Plus Star Wars And Marvel 4K Blu-Rays Are Up For Preorder Now

The second batch of Marvel and Star Wars shows from Disney+ are now available to preorder on both 4K Blu-ray and standard Blu-ray. All four new releases are set to arrive on April 30: The Falcon and The Winter Soldier, Moon Knight, Star Wars: Andor, and Star Wars: Obi-Wan Kenobi. Just like the first batch of Disney+ Blu-rays that released last year, these shows are available exclusively in collectible steelbook packaging and come with three art cards.

At the time of writing, preorders were only live at Walmart. Pricing is a bit odd at the moment, as two of the shows are currently more expensive on standard Blu-ray than their 4K counterparts. All of the 4K editions are going for $45 each, which is actually 10 bucks less than the list prices of The Mandalorian, Loki, and WandaVision. It’s possible these prices could go up. Walmart’s Blu-ray prices commonly change in the days after movies/shows become available to preorder.

Let’s take a closer look at all four of the upcoming releases. And if you still want to pick up last year’s releases, we’ve compiled a list below of all eight of the Disney+ Marvel and Star Wars physical editions on 4K and standard Blu-ray. And, of course, you could also sign up for a Disney+ subscription to watch all of these shows and more.

Disney+ shows on Blu-ray

Can’t wait for these upcoming releases? Check out the existing collection of Disney Plus shows that made the jump to Blu-ray.

Disney Plus Blu-ray

Disney Dreamlight Valley: How To Change The Time Of Day

Disney Dreamlight Valley provides cozy game enthusiasts plenty of tasks to keep up with to ensure there’s always something to cross off a checklist. But because the game runs on a real-time clock, those who can only play during one time of day will often miss an opportunity to enjoy their valley when it’s sunny. Luckily, you can head into your menu to change the time of day in Disney Dreamlight Valley, and we’ll tell you where to find this setting below.

How to change the time of day in Disney Dreamlight Valley

To change the time of day in Disney Dreamlight Valley, all you have to do is open your menu and navigate to Settings. Scroll down to Graphics to find the “Offset Time of Day” slider. Once you’ve accessed this menu, you can offset the time of day twelve hours ahead or twelve hours behind the current time. You can then set it back to your local time by moving the slider back to the middle so that it says (+0) again.

Offset the time in this menu.

Note, however, that this change of time in your valley is purely for aesthetic purposes. Your villagers’ normal sleep schedules and such will remain synced to your local time regardless of how you’ve offset the time of day.

Even with the limitations, this can be especially helpful for setting up the perfect picture for a DreamSnaps event photo, allowing you to make it dark for a spooky pic or brighten things up for something playful and happy. It’s also simply great for being able to decorate your valley during a time of day that best suits the area and vibe you’re working with. And since it’s so easy to change it back at any time, you can mess with it as often as you’d like.

For more on Disney Dreamlight Valley, check out our comprehensive guides hub.

WWE 2K24 Feature Has Players Uploading Porn To The Game

WWE 2K24 launched last week, but in the game’s community creations hub, some players are already up to their old tricks. The new Create-A-Sign feature allows users to create and share custom signs for audience NPCs to hold during matches. Instead of having signs with the usual WWE banter on them, some players are uploading sexually explicit images.

It’s worth noting that there is a system that allows players to flag content as inappropriate, but despite that, many of them have made their way to the top of the Most Downloaded and Most Upvoted pages. Some images are featured prominently despite even being days old, making it unclear whether the flagging system is unreliable or if players just aren’t flagging them in the first place.

WWE 2K is rated T by the ESRB, but wrestling games are often played by younger kids, and in any event, the sexually explicit content exceeds even an M rating. Having adult content in the WWE games isn’t new. In the past, some players used the game’s Create-A-Logo feature to upload sexually explicit images that would make their way to the top of the Most Downloaded and Most Upvoted pages, according to Reddit threads that are sometimes months or even years old.

Save $10 On Princess Peach: Showtime Preorders

Princess Peach is finally starring in her own Nintendo Switch game, Princess Peach: Showtime, which launches on Nintendo Switch on March 22. While the game is still a few days away, you can already grab the physical version at a discount when you preorder from Geek Alliance. The special preorder deal drops Princess Peach: Showtime to just $50 (was $60), though the trade-off is orders won’t ship until release day and can take up to a week to arrive.

Still, it’s uncommon for Nintendo-published Switch games to get preorder discounts, so the deal is worth it if you’re willing to wait. Just be sure to place your order soon, as supplies are limited, and the deal will disappear if the retailer sells out.

If you’re looking to preorder the game but want it to arrive earlier, you can also preorder Princess Peach: Showtime from several other retailers, including Best Buy, which has an exclusive collectible diorama bonus.

Princess Peach: Showtime is an action-adventure game where Peach dons various outfits with unique abilities that help solve puzzles, mini-games, and other challenges. Check our latest Princess Peach: Showtime preview to learn more about the game. A demo is also available on the Nintendo Switch eShop.

The game marks the first time Princess Peach has starred in her own game since 2006’s Super Princess Peach on Nintendo DS. It’s also notable as one of the few upcoming first-party Nintendo Switch exclusives announced for the rest of 2024 so far, along with Endless Ocean: Luminous and the remasters of Paper Mario: The Thousand-Year Door and Luigi’s Mansion 2.

Princess Peach: Showtime launches March 22 on Nintendo Switch.

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Video Game Industry Layoffs Are Worse Than Ever. How Did We Get Here?

On February 27, Sony announced it would lay off 900 people across its worldwide games business, affecting several games studios. Among them were Naughty Dog and Insomniac Games, both of which had just released big, noteworthy titles–Marvel’s Spider-Man 2 launched in October to audience and critical acclaim, while The Last of Us Part II Remastered dropped in January with an updated version that included new content. The Sony layoffs constituted some 8% of the people working in its games division.

On February 28, Electronic Arts announced it would lay off 670 people–5% of its workforce. In a statement to staff, CEO Andrew Wilson said EA is “moving away from development of future licensed IP [intellectual property] that we do not believe will be successful in our changing industry.” In EA’s third-quarter earnings report released on January 30, Wilson was quoted as saying, “Our incredible teams delivered a strong Q3, entertaining hundreds of millions of people across our portfolio, driving deep engagement and record live services.”

Sony and EA constitute only recent examples of an enormous, widespread convulsion of layoffs throughout the games industry that began in 2023. A startling number of developers and publishers have made major staff reductions, including Epic Games, the many studios owned by the Embracer Group and by Microsoft, Take-Two Interactive, Amazon, Bungie, CD Projekt Red, Ubisoft, Riot Games, and Unity. In just the first two months of 2024, the games industry saw at least 8,100 people laid off, according to a running tally of announcements kept by a developer at Riot Games.

So far, 2024 is shaping up to be even worse than 2023, which saw a record number of layoffs–although the exact figures are difficult to pin down. PC Gamer estimated that 11,250 people lost jobs in the games industry in 2023. It’s perhaps easier to fathom the impact layoffs have had from another angle; in the Game Developers Conference’s annual State of the Game Industry Survey, a third of the 3,000 respondents said they had been “impacted” by layoffs–whether they were among those who lost jobs, saw layoffs of colleagues, or worked at companies where layoffs took place. Half of respondents said they had some level of concern about future staff cuts: 14% said they were very concerned, 16% said they were somewhat concerned, and 26% said they were slightly concerned.

Marvel’s Spider-Man 2 was a hit among critics and players when it released in October 2023. By January 2024, Sony had laid off 900 people from its gaming business, including staff from Spider-Man developer Insomniac Games.

Layoffs certainly aren’t unexpected in video games–at least, not when it comes to big games created by big studios for big publishers. Oftentimes, developers staff up to huge proportions when working on a major release, both with full-time staff and with contractors, and then retract after a game comes out and fewer staff are needed until the next project ramps up. And while this approach has made it difficult for people in the games industry to maintain stability in their careers, those staff reductions at least are unsurprising at this point.

However, the scope of the current situation is unprecedented, in both the number of people losing jobs and in the number of companies cutting staff.

For the people who play games, the situation is baffling because 2023 was a banner year for the industry with a huge number of acclaimed games seeing release. This would suggest, at least to players, that the games industry overall is doing well, and its success should be shared by the people who make its games. By and large, revenues continue to increase for the industry; games industry analysis company Newzoo estimated the market generated $184 billion in 2023, an increase of 0.6% over 2022. And apart from layoffs, many companies released seemingly healthy financial reports and made moves that didn’t seem to telegraph trouble. Sony paid $3.6 billion to purchase Bungie in 2022; Microsoft’s $70-billion acquisition of Activision Blizzard was finalized in 2023; and EA spent $325 million on stock buybacks in the third quarter of 2023, before its most recent layoffs, and $1.3 billion on buybacks over 12 months.

The recent heavy layoffs largely don’t seem to come in service of keeping a company healthy, but are instead aimed at serving something else: the stock market.

“The same companies that are saying they’re making record profits are also letting us know that they can’t afford to keep us. Make this make sense.”

The main measure of success in today’s economy is not profitability but growth, and that is true in the games industry as well. Stock prices increase when companies report growth; rather than conveying a company in crisis, layoffs reliably correspond with a jump in stock price because firing people is seen not as a reduction in a company’s ability to make money in the future, but as a reduction in overall costs. Tech industry commentator and EZPR CEO Ed Zitron refers to this as the “rot economy,” a system that favors the appearance of growth over businesses being healthy and sustainable.

Gaming holding company Embracer, known for its ravenous acquisition of development studios over the last few years, is an illustrative example of the growth-obsessed, stock market-focused approach to business. Embracer’s Q3 financial report plainly states the company’s main goal is to appease the stock market. The report suggests Embracer may see more layoffs as it tries to sell some of the studios it acquired over the last few years. “Our overruling principle is to always maximize shareholder value in any given situation,” the report reads.

“The way it’s communicated from an operational standpoint from the organizational leaders of these companies is, they’re saying it’s an issue of needing to restructure and reorganize, it’s an issue of finances,” Autumn Mitchell, a quality assurance (QA) tester at ZeniMax and a union bargaining committee member of ZeniMax Workers United, told me. “I don’t know, the same companies that are saying they’re making record profits are also letting us know that they can’t afford to keep us. Make this make sense.”

“Reality Set In”

It’s impossible to think about what’s happening in the games industry today without the context of the COVID-19 pandemic. With so many people avoiding public places and events, the games industry saw an explosive increase in growth in 2020 and 2021. A 2022 report from PwC charts gaming’s massive leaps: from $162.4 billion in revenue in 2019 to $196.9 billion in 2020 and $214.2 billion in 2021.

“In all entertainment, we saw just a mass spike in consumption, which required a lot of reaction as to, like, how are we going to maintain that, maintain services, grow?” Ben Kvalo, founder and CEO of publisher Midwest Games and former lead program manager of Netflix’s games division, told me. “And then a lot of people just jumped at the opportunity, and obviously we saw the amount of investment that went into games during that period was massive. And each company was hiring at rates that were unprecedented as well.”

The wild growth through the pandemic years caused an increase in venture capital money flowing into games. Venture capitalists typically make investments in companies in areas they see as having not necessarily sustained profitability, but a high potential for growth. That investment can be essential to a startup’s ability to get off the ground in the first place or a company’s continued existence, while the investors hope that risk will take off, allowing them to sell their stakes at high returns. The gaming industry’s huge pandemic growth made it suddenly very interesting to investors looking for big wins.

“There was overstaffing during the pandemic on the expectation that the games industry growth during those years would continue forever, but reality set in and companies had to level set.”

At the same time, low interest rates meant it was easy for investors to secure financing for those cash infusions, so money flowed relatively freely. Many companies used that capital and increased revenues from an influx of players to staff up and expand the scope of their projects or to add new games to their slates.

Eventually, though, with the release of COVID vaccines and the easing of various restrictions, gaming industry growth started to decline as people started playing less. Many games industry analysts and leaders have pointed to the effect of market changes due to COVID as being a major factor in the recent layoffs, although it is far from the only one.

Kvalo said part of what’s been happening for the last year is the industry normalizing from that unprecedented period. Lisa Cosmas Hanson, president and CEO of analyst firm Niko Partners, echoed a similar sentiment.

“There was overstaffing during the pandemic on the expectation that the games industry growth during those years would continue forever, but reality set in and companies had to level set,” Hanson said in an email.

Hanson also pointed to other factors that dovetailed with the reduction in growth and demand for games. One of those was a sudden increase in inflation, which hit a 40-year high midway through 2022. The Federal Reserve responded by increasing interest rates, which made it more expensive to borrow money. That drastically brought down investment in the games industry, since investors could get a guarantee of a high return off safer bets like Treasury bills.

In 2023, the games industry released several massively anticipated games, such as Bethesda Softworks’ Starfield. Microsoft cut 1,900 employees, or 8% of its staff, from its Gaming division in January, after successfully acquiring Activision Blizzard.

Investment in the gaming industry plummeted. According to capital analysis firm Pitchbook, it fell from $14.6 billion in 2022 to just $4.1 billion in 2023. That was slightly higher than 2019’s $3.8 billion, but a drastic difference from the highs of the pandemic, when investors had been enticed by increased revenues and the hype surrounding Web3 and metaverse technologies, the firm wrote in its report.

As Hanson mentioned, it seemed a lot of companies didn’t expect the drop in revenue or investment money from the height of the pandemic, and instead operated as if that huge spike in growth would never end. The expectation that the games industry’s growth would continue ballooning seems incredibly naive in hindsight, but was a fairly widespread belief at the time. Newzoo speculated in 2020 that the industry’s global revenue would reach $217 billion by 2023, and PwC projected in 2022 that gaming revenue would hit $257 billion in 2023 and $321 billion by 2026. The industry’s 2023 revenue settled well below those marks, at $184 billion.

“The reality that we found post-[pandemic restrictions] is that, well, there was a lot of bad strategy during that period,” Kvalo said. “There was a lot of reactionary behavior that wasn’t long-term focused.”

Falling short of growth projections established during the pandemic constitutes one part of the explanation for its current state. Developers and publishers had made major acquisitions and staffing increases on the expectation of continued growth, and they now had to reckon with the fallout–which, for many, meant layoffs, selling or shuttering studios, canceling games, and generally upending the lives of their staff.

Profitability Isn’t Enough

Venture capitalist and analyst Matthew Ball wrote an expansive essay detailing his view of what is happening in the games industry. The piece runs some 16,000 words, covering the factors related to the pandemic, as well as a number of other elements affecting the industry.

One of the factors Ball points to is that gaming wasn’t just impacted by a post-COVID bounce-back–revenues are down more than anyone expected.

“In the US, for example, gaming revenues are down 6.3% from 2021 (or $2.4 billion annually),” Ball told me in an email. “After inflation, the market has shrunk 15% (or roughly $9.6 billion). No one forecast this decline–and instead, many executives, companies, consultancies, banks, etc., expected considerable growth. The result is that [the] gaming industry is–quite literally–tens of billions smaller than expected. Meanwhile, costs have surged due to inflationary-adjustments, talent scarcity during the pandemic, competition with Big Tech, venture capital, and Chinese game studios, as well as much-needed reductions in crunch.”

A major contributor to that drop in revenue is the fact that the same number of people are gaming for about the same amount of time they did in 2019. While other entertainment businesses have also seen a reduction in their business from the heights of the pandemic period, they’re still ahead of where they were before the pandemic–but gaming is not, Ball said.

“The result is that [the] gaming industry is–quite literally–tens of billions smaller than expected.”

“The revenue pullback is partly, but far from just, relating to COVID. In 2019, 73% of Americans played video games and they played for an average of 12.7 hours per week. By 2021, it was 76% and 16.5. By 2022, it was back down to 73% and 13 hours. Yet while most industries have experienced a COVID pullback, books are still up from 2020-2021, TV/Video is up, music is up, e-commerce is up. It’s gaming that is an outlier. We think of gaming as a super-high-growth industry, but it actually falls short of the average industry and country’s rate of growth.”

Overall, it’s less that the gaming industry isn’t profitable–it demonstrably still is–but that it isn’t growing as much as companies, investors, and shareholders expected. As mentioned before, that puts pressure on those companies to seek more, however they may find it: gaining more players, extracting more money from existing players, or lowering costs through things like layoffs.

The industry is also at something of a crossroads. Hanson noted that a lot of companies have made bets they’re still waiting on. A lot of investor interest during the early 2020s centered on bringing Web3 into gaming, for example. After the crash of cryptocurrency markets and NFTs in 2022, a lot of that interest has waned and those bets may never pay off. Companies are still waiting to see payoffs from cloud gaming, virtual reality, and augmented reality, as well, and new generative AI tech coming into games is still in its early phases.

In June 2023, developer CD Projekt Red laid off roughly 9% of its staff. Three months later in September, it released Phantom Liberty, a massive and celebrated expansion to its 2020 RPG Cyberpunk 2077.

And, as Ball put it, the games industry hasn’t seen “substantial innovation” in business models, genres, or devices in years. Web3, VR, and cloud gaming “have yet to create more players, more playtime, or more spending,” he said.

Kvalo took this idea a step further. The games industry is sort of between “eras,” he said, and that’s forcing companies to alter their strategies for the future.

“We think about the arcade era and then the console era, and then this digital era, where most things are consumed and bought digitally,” he said. “We’re also moving into this ultra-digital era of the cloud, that is going to be the next five to 15 years down the line, and I think a lot of companies are starting to prepare for and they’re adjusting some strategies off of that, and rethinking about things during this time period as there’s this large shift.”

“Psychological Permission”

While the issues facing the games industry might explain why 2023 wasn’t as strong a year as it appeared to be, they don’t fully explain layoffs. After all, businesses have other ways of reducing costs and weathering tough periods than firing huge numbers of workers.

Cary Kwok, executive vice president and head of Gaming, Digital Entertainment, and Lifestyle Tech at public relations firm BerlinRosen, started working in PR for video games 20 years ago. She told me that, at that time, layoffs would have been seen as a corporate crisis. A communications professional like her would have been hired to help manage messaging, protect brand reputation, and avoid consumer backlash. Heavily cutting staff was viewed as a last resort with potentially dire consequences.

“Fast-forward to now, and I think there is some kind of normalization that’s happening in our industry, unfortunately, where you’re seeing in major companies, they’re doing it,” Kwok said. “And, you know, we’re dealing with a very complex situation with the nature of our industry as well as the economics issues. When they’re seeing every big player is doing it, you kind of feel like, ‘Okay, well, if they’re doing it, I probably should do it.’ There’s almost a herd mentality going on to a certain extent, and I think it kind of gives every company in the industry almost a psychological permission, if you will.”

Many companies in the games industry already move through hiring-and-firing cycles with each new game made, Kwok said. Add some economic instability to that equation, and it can make the situation a lot worse.

“There’s almost a herd mentality going on to a certain extent, and I think it kind of gives every company in the industry almost a psychological permission, if you will.”

Kvalo also thought that part of the reason we’re seeing so many layoffs is that, while some companies need to make cuts to respond to situations in which they’re struggling, others can use the current situation for cover, avoiding backlash and sustained negative PR from their own cuts as more layoffs come down the line. It’s tough to tell who is legitimately hurting and who’s taking advantage of the moment, he said.

Some companies might be facing a quarterly earnings report that needs a boost when facing shareholders, Kwok said, and layoffs are a way of cutting costs to paint a rosier picture for them. And shareholder perception and pressure is a real issue, as well–seeing others cutting their costs can lead to investors pressing company leaders on why they’re not making similar moves to stay competitive.

“I think there’s something to be said about tech industries normalizing this type of behavior and normalizing, ‘Oh yeah, let’s just lay people off,’ rather than exploring every possible alternative before you just uproot people’s lives,” Mitchell said. “And I think it’s an ethical question, and I think that’s part of the reason why we’re seeing so many people ready to just get organized in their labor. It’s one reason among many reasons.”

To Mitchell, the current climate also represents an opportunity for companies to use layoffs for any number of goals, from reorganizing with minimal pushback, to moving out higher-cost employees in order to replace them with lower-cost ones, or pushing out employees who are resistant to return-to-office policies.

“As far as why we’re seeing this stuff is concerned, I think any reason you can come up with is a reason why companies are laying people off,” she said.

Consequences of Games-as-a-Service

The games industry has always been driven by hits, but with the rise of the games-as-a-service model, the biggest hits can stick around for much longer. That has created a situation where measuring the growth or revenue of the whole industry can tell a partial story, because a large amount of that money goes to only a few games. That’s another element of what’s affecting the games industry now, Ball told me.

“Alongside [the other factors] is an ever-increasing struggle for new games to break out,” Ball said in an email. “There are incredible financial successes–Helldivers 2, Palworld–but the list of unsuccessful, canceled, and bombs is frighteningly long. This had led many publishers to reassess their development pipelines and incubation projects, often canceling games outright or significantly reducing their budgets. This leads to talented developers without a budget to work against, and at a time where other titles at their parent company are being pared back too. Underpinning this challenge is the fact that the largest games–Fortnite, Roblox, Call of Duty, [Grand Theft Auto V], PUBG, FIFA–continue to grow and strengthen, leaving little space for others.”

Though Epic Games released three new modes for its monster hit Fortnite in early 2024, it laid off 16% of its staff, or around 830 people, in September 2023.

In his essay, Ball called this effect an “ossification” of the industry: a tendency for it to harden around the biggest, most entrenched games. Those games put consumers into walled gardens owned by certain companies, and the more time and money they spend there, the tougher it is for them to leave and play something new. Every dollar you spend in Fortnite, for instance, is a dollar that’s not going to another game in the industry–but it’s also a dollar that pressures you to keep playing Fortnite. The game also gains from your presence, because if you’re invested in Fortnite, it’s more likely your friends will join you, get invested, and build reasons to keep playing. That enhances the player community within the game, drawing in more people who are likely to get invested and stick around, too.

Ball pointed to the mobile shooter genre as an example, where 70% of revenue goes to the top three games, and games that have been around for two years or more take up 94% of revenue. Clearly, new games are struggling to break through the domination of older, more entrenched titles.

And with venture capital investing diminishing, smaller studios are finding it even tougher to get the money they need to make games and stay independent.

“…it’s harder for the smaller studios and the indie studios to survive, so they have two choices: Try to make it happen or get bought.”

“Part of the reason why we’re seeing a lot of [mergers and acquisitions] in the gaming industry, too, is that the bigger you get, you kind of continue to get bigger and bigger,” Kwok said. “When the industry becomes more dominated by key players, it’s harder for the smaller studios and the indie studios to survive, so they have two choices: Try to make it happen or get bought.”a

The same period that saw a huge amount of additional investment in the games industry also saw a huge amount of consolidation. Kvalo said he thought that consolidation was also a big factor in the current state of the industry. About $3.5 billion was spent on mergers and acquisitions in games in 2019, he said, while that number had exploded to $122 billion in 2022. Apart from changing the overall landscape of the industry, one company purchasing another almost always leads to staff cuts as new leadership eliminates redundant positions and makes other changes.

Short-Term “Fixes,” Long-Term Damage

Layoffs might help companies accomplish their goals or spruce up their books for quarterly reports, but they won’t help the industry in the long term, Ball said. Layoffs won’t address the reduction in growth or change what it costs to make games, and having fewer people on a studio’s staff won’t help make more games to sell to players.

“There is some hope that revenue challenges will force publishers to really address cost growth, which has outstripped revenue growth for years in PC/console games and is partly separate from developer compensation, but rising costs and declining margins are also a natural outcome of low-to-no-growth categories as each participant works to gain share or attention,” Ball told me. “We need more players, playtime, and spending. Layoffs and fewer new games are unlikely to achieve this.”

Still, Ball reiterated the way he ended his essay, that he’s optimistic about the games industry long-term.

“All of the long-term trends are in gaming’s favor,” Ball said. “But most industries experience periodic hiccups and sometimes they can last a while. I don’t say that to make light of the situation–there is an utterly awful number of lives and families affected by this downturn, and some talented developers will forever exit the industry as a result, and some great games will never be finished–but the industry’s current ails will eventually pass.”

While the layoffs might not always create consequences for companies in terms of bad PR or a fall in stock prices, they are hurting the industry as well as the people who are forced out of their jobs. Tougher-to-quantify effects, like decreased morale among those who keep their jobs when others lose them, or in gaming communities, are nonetheless likely changing the future of the industry in the short and long terms.

Destiny 2 developer Bungie cut 8% of its staff in October, including employees with ties to the Destiny community and who had been with the company for years. After its acquisition of the studio in 2022, Sony might be demanding higher margins from Bungie and other studios, leading to Bungie making cuts to ensure that in the short-term, but that may have also ensured Destiny 2’s longer-term prospects have a much lower ceiling than it otherwise might.

Bungie laid off 8% of its staff, around 100 people, in October 2023, following its acquisition by Sony in 2022. The cuts reportedly have adversely affected morale at the company, while many in the Destiny 2 community have said those cuts also impacted player morale.

Some Destiny players reported on forums such as Reddit that they were canceling their preorders for Destiny 2’s next expansion, The Final Shape, following the layoffs. Well-known content creators in the space commented on the devastating effect the layoffs had on the community’s morale, and on Steam, Destiny 2 player counts in November were the lowest they had been in the game’s six-year history. While it is difficult to point only to the layoffs as a cause–Destiny 2 historically loses players during slower periods between expansions, had lost players because of critical and consumer panning of the game’s previous expansion, and was up against a remarkably impressive release schedule of other games vying for attention–it’s difficult to deny that the layoffs had at least some negative effect on Destiny 2’s group of committed, long-time fans.

Many who were fired throughout the industry have years of experience at their studios, meaning those companies aren’t just dropping storied developers, but sacrificing institutional knowledge, as well. Kwok said that with upwards of 16,000 games industry workers losing their jobs in 2023 and the first two months of 2024, it’s very likely the industry is losing a lot of that talent. There simply aren’t that many jobs waiting for people to fill them, which means some workers will have to look outside the industry and might never return.

She said she thinks industry leaders recognize that mass layoffs can’t be a long-term solution, but they’re contending with more immediate problems.

“I think every decision-maker knows what they’re trying to do here is to fix the immediate problem that is in front of them for each company,” Kwok said. “But I do believe that all these decision-makers in our industry also know that cutting people as the first response to economic problems, or just overall financial issues that we’re dealing with, cannot be a long-term strategy because in order for the industry to continue to thrive, which will benefit all kinds of companies, we have to really invest in the people.”

And of course, the greatest toll is on those losing their jobs, and it may not be easy for many to recover. Mitchell said that the job market in games and tech has changed significantly even in the last five years, often making it very difficult to find a job after losing one. She said she has spoken with people who are still looking nine months after being cut from their previous positions. Some games workers are taking jobs in the service or retail industries because of the difficulties in finding something new in their field.

“A lot of tech workers, game workers, are told or taught–actually conditioned, I would say–that, ‘Hey, if you’re a programmer, engineer, whatever, you’re very independent. You can go anywhere, you can do anything,'” she said. “More and more I think people are learning that it’s not that easy.”

In January, Microsoft laid off around 9% of its gaming unit–around 1,900 employees. Mitchell wrote in a piece for Polygon that she believed the fact that ZeniMax QA workers had unionized contributed to the fact that none of them were affected through two rounds of layoffs.

“…we’re risking everything when there are some things we don’t have to risk as much.”

The games industry saw an unprecedented rise in unionization during the toughest years of the COVID pandemic. The layoffs of 2023 and 2024 may well contribute further to that trend: 57% of respondents to GDC’s State of the Game Industry survey said they thought the industry should unionize, with 5% of respondents already part of a union.

Kvalo said that while there’s a temptation to look for simple answers as to how the industry got here, he thinks the more important thing is for the industry to think about what it can learn to avoid a similar situation in the future.

“One of the challenges I see is just that people want to make [the layoff situation] simple,” he said. “They want to point and say ‘evil company,’ or they want to point and say ‘COVID,’ or they want to point and say a lot of things, but the reality is it’s a lot of factors and it has led to a negative space. But what it should be doing for us is leading toward, well, how do we not get in this place again? How do we think about things differently? How do we think about things more sustainably? How do we move from an industry that’s considered hit-driven to an industry that can be sustainable when we’re operating at the right cost levels per game and we don’t just overly invest and overly risk? No matter what, we’re in a creative space, it’s a risky space, but we’re risking everything when there are some things we don’t have to risk as much. And so I think sustainability is going to be a major conversation coming out of this.”

The all-important infinite growth valued by investors isn’t achievable by everyone, setting up the industry to reevaluate how large swaths of it can continue to operate without being beholden to demand for an arrow that always points up and to the right. As Kvalo put it, “How do we not just be a hit-driven business and actually get to a place where we can have sustainability where sustainability should be?”

Cult of the Lamb Is Expanding Beyond Games

The eerie yet cute vibes of Cult of the Lamb are expanding beyond games. In collaboration with Oni Press, publisher Devolver Digital has announced a series of comics and graphic novels based around developer Massive Monster’s roguelite.

The “ongoing publishing program,” according to a press release, is kicking things off with the graphic novel Cult of the Lamb: The First Verse, which has its own Kickstarter campaign. The $10,000 goal was surpassed minutes after launch, and bonuses include variant covers, slipcased editions, and an array of related merch.

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Now Playing: Cult of the Lamb Video Review

The First Verse features writer Alex Paknadel (All Against All, Red Goblin) and artist Troy Little (Rick and Morty vs. Dungeons & Dragons, Fear & Loathing in Las Vegas), set on expanding the game’s disturbingly charming universe.

“Massive Monster is thrilled to bring the dark yet colorful world of Cult of the Lamb into the realm of comic storytelling,” James Pearmain, art director at Massive Monster, said in the press release. “We can’t wait for fans to immerse themselves in the rich narrative and enchanting visuals that this adaptation promises to deliver. Offering new insights into Cult of the Lamb’s lore and world, we’re excited to share this unique perspective on the story with our dedicated community and newcomers alike.”

According to the campaign, shipping estimates are looking at December 2024 for the period to begin fulfillment of the campaign. Until then, friendly reminder that the highly anticipated sex update for the game was released in mid-January, called Sins of the Flesh, in case you’ve been waiting for an excuse to return to your cult duties.

Scream 7 Brings Back Long-Time Star Neve Campbell After Skipping Last Movie

Scream franchise star Neve Campbell is set to reprise her iconic role as Sidney Prescott in the upcoming seventh installment of the series. The announcement came via Campbell’s Instagram on Tuesday, where she expressed her excitement and gratitude for the opportunity.

“It’s always been such a blast and an honor to get to play Sidney in the Scream movies,” Campbell wrote. “My appreciation for these films and for what they have meant to me has never waned… Sidney Prescott is coming back!!!” You can check out her full post, including her watermarked copy of the script dated Tuesday, below.

Campbell’s return follows a hiatus from the franchise due to a salary dispute surrounding Scream 6. Kevin Williamson, the original writer behind the Scream franchise, had publicly advocated for a fair compensation package for Campbell–and he will be directing this seventh entry, marking his directorial debut in the series. Like Campbell, Williamson also took to Instagram to celebrate their reunion, writing “I can’t wait to take this journey with Neve and the entire Scream family as we bring back Sidney Prescott.”

Guy Busick, alongside Jared Vanderbilt, takes over the screenwriting duties for Scream 7, while Vanderbilt continues his role as producer alongside William Sherak and Paul Neinstein of Project X Entertainment. Radio Silence, the collective behind the previous two films, will serve as executive producers.

Campbell’s return is one of many recent and public personnel changes with the cast. In November 2023, Melissa Barrera was fired from the movie due to controversial comments on social media. Within 24 hours of that incident, Jenna Ortega announced she was not returning for Scream 7 due to scheduling conflicts with Netflix’s Wednesday.

X-Men ’97 Creator Beau DeMayo Fired Just Before Debut

Just ahead of the debut of the Disney+ Marvel TV series X-Men ’97, Disney has fired writer-producer Beau DeMayo, according to The Hollywood Reporter.

DeMayo also wrote for Moon Knight and contributed to early drafts of the upcoming Blade movie. But The Hollywood Reporter said as of last week, Marvel and DeMayo ended their relationship. The report said DeMayo’s company email was deactivated and his Instagram account was deleted.

Crew working on the show were told he was gone, but no explanation for his exit has been confirmed as of yet. Marvel did not comment when approached by THR.

As THR notes, studios and writers end their working relationships regularly. But what’s different here is how DeMayo is no longer attending the upcoming premiere of X-Men ’97 or booking press to promote it, THR said.

DeMayo was very active on his Instagram page when it was live, responding to fans’ questions about X-Men. His OnlyFans account appears to have been deleted as well.

X-Men ’97 is a continuation of X-Men: The Animated Series, which aired in the ’90s. The new series debuts March 22 on Disney+. Beyond his Marvel credits, DeMayo wrote for Netflix’s The Witcher and for multiple League of Legends shorts.

WoW Classic Is Still Growing, And Players Can’t Get Enough

At BlizzCon 2013, then-World of Warcraft executive producer (and later, Blizzard president) J. Allen Brack infamously said, “You think you do, but you don’t,” in response to a fan asking about being able to replay old expansions from World of Warcraft’s history.

Flash forward to 2024, and there’s not just one old-school, “Classic” version of Blizzard’s enduring MMORPG to play, but four. It’s an impressive accomplishment for a bite-sized team of a few dozen developers that exists within the larger WoW development team at Blizzard. GameSpot recently sat down with WoW Classic lead software engineer Nora Valletta and associate production director Clayton Stone to learn more about how, exactly, such a small team is able to operate so many different versions of the same game concurrently, its most recent seasonal experiments, and the team’s goals for the future.

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Now Playing: World of Warcraft – Cataclysm Classic Cinematic Announcement Trailer

WoW Classic, which launched in 2019 as a largely unaltered version of the original game as it used to be in 2004, proved to be hugely successful. Since then, Blizzard first re-released the game’s popular Burning Crusade expansion before having players progress to Wrath of the Lich King, the most popular expansion in the game’s history. Somewhat controversially, but citing player demand, Blizzard will soon convert its Wrath of the Lich King servers to the game’s 2010 Cataclysm expansion, with the Cataclysm beta recently kicking off ahead of a full release slated for this summer.

For those who would rather stick to the original, pre-expansion version of Azeroth, there’s no shortage of options. Players can still play the version of WoW Classic that launched in 2019, but can additionally try their hand at the game’s “Hardcore” servers where the looming specter of permadeath injects a shot of adrenaline into even the most boring quest. More recently, Blizzard launched servers for WoW Classic Season of Discovery, which for the first time adds all-new abilities and content to the 2004 version of the MMO and has players foaming at the mouth at what could be in store for the future.

At first glance, having so many versions of what on the surface is the same game seems to be a double-edged sword. Too many options can split the playerbase, resulting in a diminished experience in each version of WoW Classic Blizzard operates. WoW is an MMO, and having fewer players can cast ripples across each version of the game, ranging from weaker economies to fewer groups running dungeons to a sense of being alone in what is supposed to be a bustling, alive world. However, at least for now, Blizzard isn’t concerned about splitting the playerbase. In fact, the opposite seems true. Players want more new content and experiences, and the WoW Classic team is actively hiring as a result, including looking for a senior game designer to continue pushing the game forward.

“In order to be able to do that, and fulfill those ambitions, it certainly required some growth for us to be able to accomplish it,” Stone said. “Considering the response we’ve seen, which has just felt amazing, it fills us with confidence that players are going to want more new experiences and so that’s what we are trying to build and build a team for.”

Cataclysm Classic will launch this summer, with some changes including a faster content rollout schedule and optional up-rezzed graphics.

The WoW Classic team, described as generalists and multitaskers who wear multiple hats at once, is able to punch far above its weight class by leaning on the much larger modern WoW development team when it comes to aspects of the game like live operations and server infrastructure. That, in turn, allows the Classic team to focus more on rebuilding old content, making new content, and ensuring a positive overall player experience, something that has taken on new importance with the introduction of Season of Discovery’s new raid content, items, quests, PvP events, and class abilities.

Communication with the community is a key part of how the Classic team operates and is something Valletta said the team takes pride in. The benefit of being a small team is that it’s able to pivot quickly, Valletta said, and is in a near-constant state of active development and discussion in regards to feedback. The key, Valletta said, is to not get so bogged down in listening and addressing feedback that it’s “all we’re doing.”

“We also have to be able to focus on delivering new content…there’s a lot of things our players are really hungry for that we want to make sure we can deliver sustainably to them,” Valletta said.

When Season of Discovery was in early development, Stone said the team “went crazy” with the number of new class abilities, many of which ended up on the cutting room floor. The team had to scale back its ambition, something he said was ultimately to the benefit of players who could have been left with abilities that would never see use or would quickly become obsolete. Other times, the team’s ambitions encounter limitations due to the way the game was originally made back in the early 2000s.

A developer update recently posted to the game’s forums highlights that dilemma. Season of Discovery’s new level-up raids have, up to this point, been built for 10 players. Come the game’s next level 50 phase, that will change, with the new raid being built for 20 players. At some point in Season of Discovery’s endgame, 40-man raids will be on the table, as was the case in the original version of WoW. That has caused friction among guilds and player communities who have built their teams around the idea of 10-man raids but will soon need to accommodate larger raid sizes. Potential solutions, such as the “Flex Raiding” feature found in the modern version of the game that scales the difficulty of the raid based on the number of players, currently isn’t possible in WoW Classic.

“Sometimes our ambitions outstretch our technical capabilities for some of our Classic experiences and the way they were originally developed,” Stone said.

Season of Discovery’s new Blood Moon event turns Stranglethorn Vale into a PvP free-for-all.

But that doesn’t mean the Classic team isn’t pushing boundaries and taking risks, particularly when it comes to Season of Discovery. Aside from the game’s ambitious class changes and new content, simply on a technical level, Season of Discovery has seen a number of firsts for the Classic team. Season of Discovery restricted new character creation in the name of having evenly balanced factions on PvP realms, a first in WoW’s two-decade history and an experiment that has been seen as a resounding success. Server capacities for the new season went “far above anything we’ve ever raised them to before,” Stone said, something that resulted in a relatively smooth launch compared to previous WoW Classic launches, where players were forced to wait in login queues for hours on end.

“We’re even, for the first time ever for the Classic team, doing weekly class balancing,” Stone said. “If you asked me two years ago, I never thought we would commit to something like that, and we’re doing it for Season of Discovery.”

The team more recently made the bold decision to ban GDKP runs in Season of Discovery, where players use gold to bid on items. GDKPs have been an ongoing point of controversy since WoW Classic’s launch in 2019, as they encourage players to buy gold through third-party sites, a violation of the game’s terms of service. So far, the results from the GDKP ban “look very promising,” according to Valletta, who wouldn’t go into more detail on Blizzard’s internal methods and statistics in order to deny providing more concrete information to bad apples seeking circumvent punishment.

“I don’t think a lot of players were expecting it…I do think it’s paying off,” Valletta said.

Season of Discovery is still in full swing, with two more content phases planned before players reach a reimagined endgame that will have large itemization changes and reworked progression. Blizzard did confirm that endgame content will roll out in phases and won’t be available all at once, as was the case on the game’s Hardcore servers. Even though the future of Season of Discovery is very much still in development, the WoW Classic team is already thinking about the future. Season of Discovery will continue to live on in some form, with its new content and class changes possibly receiving their own servers once the season ends. Many players are hoping that, following the success of Season of Discovery, Blizzard will continue to develop new content for the vanilla version of WoW Classic, an idea the community has termed “Classic Plus.” Blizzard hasn’t commented one way or the other, but said it’s listening to feedback and putting ideas in their back pocket for potential future WoW Classic seasons or whatever comes next.

“We’re a small team with I’d say very big dreams,” Valletta said.