Sony Signed an Exclusivity Deal for GTA 3, Vice City, and San Andreas Because It Was ‘Worried’ About Xbox, Former Exec Reveals

Sony’s original PlayStation exclusivity deal for Grand Theft Auto 3 and the following two games in the series was in part a reaction to concern about Microsoft’s launch of the Xbox, a former executive has revealed.

Speaking to GamesIndustry.biz, former PlayStation Europe boss Chris Deering (who was recently criticized for saying laid off developers should “drive an Uber” or “go to the beach for a year”) admitted Sony was concerned about the November 2001 launch of the original Xbox, and sought exclusivity deals with third-party publishers to bolster the appeal of the PlayStation 2.

“We were worried when we saw Xbox coming,” Deering said. “We knew exclusivity was the name of the game in a lot of fields, like Sky TV with sports. Just as Christmas was approaching when Xbox would launch, a few of us went out to our favourite third-party publishers and developers, and we asked them, ‘How would you like a special deal if you keep your next-generation game on PlayStation exclusive for a two-year period?’ And one of the deals we made was with Take-Two for the next three Grand Theft Auto games. At the time, it wasn’t clear that Grand Theft Auto 3 was going to be as huge as it was, because it used to be a top-down game.

“It was very lucky for us. And actually lucky for them, because they got a discount on the royalty they paid. Those deals aren’t uncommon in industries with platforms. Including today with things like social media.”

As a result of this deal, Grand Theft Auto 3 released in October 2001 as a PS2 exclusive, a month before the original Xbox came out. The game released in May 2002 on PC, and then, two years after the PlayStation launch and after this exclusivity deal ended, in November 2003 for the Xbox.

As Deering mentioned, Sony’s Grand Theft Auto exclusivity deal was for three games, so included Vice City, which came out in October 2002 for the PS2 first, and San Andreas, which released in October 2004 for the PS2 first. Grand Theft Auto 3 and Vice City hit Xbox together as a pack late 2003, with San Andreas launching in June 2005.

The deal worked out perfectly for both Sony and Rockstar parent company Take-Two, as Deering suggests. Indeed, San Andreas ended up the best-selling PS2 game of all time, Vice City the third best, and Grand Theft Auto 3 the fifth best. Only Gran Turismo came close the the sales the Grand Theft Auto games posted on PS2.

The exclusivity deal also helped cement Grand Theft Auto as a PlayStation-first series, and while Grand Theft Auto 4 and Grand Theft Auto 5 launched on PlayStation and Xbox at the same time, Rockstar’s open-world crime epic is still strongly associated with Sony’s consoles, even now. In fact, a number of Grand Theft Auto games made IGN’s Top 100 Best PlayStation Games of All Time list.

But what about the upcoming Grand Theft Auto 6? It’s due out on PlayStation 5 and Xbox Series X and S at the same time in the fall of 2025, but marketing deals with either Sony or Microsoft have yet to be announced, if they exist at all.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Indiana Jones And The Great Circle review: a grand adventure that keeps faith with the movies

Every fascist in this game has a cold. The Hitlerites and blackshirts of Indiana Jones And The Great Circle sneeze and cough as they patrol the dig sites of Gizeh, or the marble corridors of the Vatican. Although this is the Machine Games’ clever way of letting you know where your enemies are at all times, it is also mildly funny, as if all the Nazis have been secretly kissing each other, spreading the same rhinovirus from Italy to Egypt to Nepal and beyond. More than that, it’s a stubborn reminder that, despite the many hours of perfectly motion-captured cinematics that accompany all this, you are still playing a video game. A snotty tissue that separates the Indy of taut two-hour cinema and the Indy of a sweeping first-person punch ’em up that will take days to complete. All this is to say, you will notice the difference. But that might not matter; they’re both still Indiana Jones.

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Atari Hopes To Add Switch Touch Controls To RollerCoaster Tycoon Classic In The Future

Keep your arms inside the ride, for now.

Atari’s RollerCoaster Tycoon Classic came speeding onto Switch this week and, honestly, it’s an all-round good time. In our review, we praised the game’s endless creative freedom and its ability to bring hours of rollercoaster-building fun, but there was one small omission in the Switch port that left us scratching our heads: where the heck are the touch controls?

The new control scheme has had some good thought put into it, and we had no issues with the button inputs when playing on the big screen. But given that the 2016 original boasted touchscreen functionality on its smart device launch platforms and, you know, the Switch has a touchscreen, it does feel like a strange feature to not make the cut.

Read the full article on nintendolife.com

‘We Never Expected Things to Go This Big During Early Access’ — Path of Exile 2 Dev Braces Itself for Over 1 Million Concurrent Players

The developer of Path of Exile 2 has warned players to brace themselves for server queues this weekend, with over one million concurrent players expected to hit the Early Access launch.

In a video message, Grinding Gear Games co-founder Jonathan Rogers spoke about anticipation for the action role-playing sequel surpassing the studio’s expectations, and expressed concern that its backend services could buckle under the weight of the Early Access release.

Path of Exile 2’s global release times set the launch for 11am PT today, December 6, and it’s at this point that the floodgates will open. Path of Exile 2 is already the top-selling game on Steam by revenue, suggesting Rogers’ concern is well-placed. Whether the game is up to the task of coping with what’s coming, however, remains to be seen, with sales still increasing, Rogers said.

“We’ve just reached one million Early Access redemptions,” Rogers revealed in the video message. “The support you have all shown for Path of Exile 2 Early Access is far beyond anything we could have ever predicted. However we want to be upfront with you all and let you know there may very well be queues over the weekend.

“There are probably going to be some queues during the launch weekend. Before our announcement, when we were ordering capacity, we really didn’t expect to have more than a million people online at the same time.

“We’ve already ordered way more cloud capacity, and those servers will be coming online very soon, but I do have some concerns about issues with the backend. We quite frankly don’t know what our backend services are going to be able to handle as we go above a million users.

“We’ve added more database shards, scaling everything we have up as far as it will go. But we’re really not sure what kind of limits we might hit. We never expected things to go this big during EA [Early Access].

“So I just wanted to say thank you. Thank you guys so much for believing in this project. If we do run into server issues at launch, just know that we’re going to be working as hard as we can to solve them.”

Path of Exile 2 is GGG’s hotly anticipated free-to-play action role-playing sequel set years after the original game. Players return to the world of Wraeclast and seek to end a spreading corruption, with six character classes, each with two Ascendancy Classes, available to play at the launch of Early Access later this week. There’s co-op for up to six players, but you can play solo. Check out IGN’s Path of Exile 2 preview, where we gave the Mercenary class a whirl and got a first look at the endgame, for more.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Marvel Rivals Launches to Huge Steam Concurrents

Marvel Rivals enjoyed an immediate huge launch, with over 440,000 concurrent players on Steam alone.

NetEase’s free-to-play Marvel-themed hero shooter saw a peak concurrent player count of 444,286 on Valve’s platform. But the true concurrent figure will be much higher given Marvel Rivals launched on PlayStation 5 and Xbox Series X and S also (Sony and Microsoft do not make player numbers public).

It seems to be going down well on Steam, too, with a ‘mostly positive’ user review rating from over 5,700 reviews (76% of the reviews are positive). Check out IGN’s Marvel Rivals Review in Progress to find out what we think.

For NetEase, it will be hoping not only to keep Marvel Rivals’ player count as high as possible for as long as possible (something that’s proved particularly tricky for live service games of late), but to make enough money from players to meet the company’s internal revenue projections. To that end, Marvel Rivals sells a battle pass and premium skins. But is it paying off? The game is currently third in Steam’s top-sellers list, which is sorted by revenue, behind only the pricey Steam Deck and Grinding Gear Games’ Path of Exile 2. This suggests Marvel Rivals is already convincing players to open their wallets.

Marvel Rivals launched alongside Season 0, dubbed Dooms’ Rise. This month-long kick-off season starts with a total of 33 heroes, all available to play for free, eight maps for Quick Match and Competitive modes, a Conquest map, and a Practice Range. Dooms’ Rise serves as the opening chapter “for the chaos caused by each of Doctor Dooms’ time experiments colliding and unleashing the Timestream Entanglement,” NetEase said.

There’s a Twitch Drops event for Season 0, as you’d expect from a live service game of this type, an ‘Entangled Moments’ seasonal event to unlock spray rewards, gallery card rewards, and stories for completing tasks, and a global launch gift: a special code for a free Iron Man costume.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Random: Did Street Fighter 6’s Next DLC Just Reference Sakurai’s Famous Smash Quote? Some Fans Think So

Capcom’s fighter welcomes “good girl” Mai early next year.

During the development of Smash Ultimate‘s DLC, game director Masahiro Sakurai revealed he couldn’t add Mai Shiranui from SNK’s fighting series because Smash was for the “good boys and girls”.

While Mai unfortunately missed out on joining Nintendo’s all-star brawler, one game she will make a cameo in is Capcom’s Street Fighter 6. A new DLC trailer dropped today and many fans are convinced there’s dialogue in it that is a reference to Sakurai’s famous comment about the SNK and Fatal Fury character.

Read the full article on nintendolife.com

Random: Nintendo And Acquire Brainstormed “Over” 100 Subtitles For Mario & Luigi: Brothership

What do you think of the final name?

Nintendo is known to workshop all sorts of ideas and game titles, and this was the same case with Mario & Luigi: Brothership.

In the third chapter of the latest ‘Ask the Developer’ series, the development team revealed how Nintendo and Aquire had brainstormed “over 100 options” for the game’s title. And if you couldn’t already work it out, it incorporates the theme of brotherhood and references ShipShape Island.

Read the full article on nintendolife.com

Square Enix Provides Dragon Quest III HD-2D Remake Global Sales Update

Two million units have now been shipped and downloaded.

There have already been a handful of stories about the sales success of Dragon Quest III HD-2D Remake in countries like Japan, and now Square Enix has shared an update about how the game is performing globally.

Since launching on 14th November 2024 across multiple platforms including the Nintendo Switch, two million units of this remake have already been shipped and downloaded worldwide. Square Enix shared a graphic alongside this and thanked everyone for joining the adventure so far:

Read the full article on nintendolife.com

League of Legends Developer Riot Games Announces Project K, a Physical TCG Based in the League IP

Riot Games has announced Project K, the developer’s take on the physical TCG genre and a competitor to Magic: The Gathering. It’s based in the League of Legends IP and revolves around playing with friends in-person.

Riot said Project K is made by a “small” development team within the company led by game director Dave Guskin and executive producer Chengran Chai. It’s not publishing the game itself; rather, it’s found a publishing partner in China for an initial launch there in early 2025. A global launch is planned, however, and Riot is on the hunt for a publishing partner for the U.S. and other countries.

Riot said Project K is not a physical version of its existing digital collectible card game Legends of Luneterra, but “it does inherit some of the rich champion design philosophies of lore,” and also benefits from art drawn from other League IP games. Riot added that it wants to create “a thriving community with a competitive ecosystem,” and hopes for national and even global tournaments.

Project K appears to be Rune Battlegrounds, which was teased earlier this year by Riot’s team in China. A trailer showed off popular League characters such as Darius, Ahri, and Miss Fortune. At the time, Riot said it had no plans for a global release, but those plans have now changed.

It’s a busy time for League, which has just wrapped up Netflix animated show Arcane with the release of Season 2. As well as continued work on the hugely popular MOBA, League of Legends, it’s working on a League fighting game called 2XKO, and has a digital card game called Legends of Runeterra. There’s a League MMO in the works, too, although Riot has indicated it will be some time before it’s ready to show it off.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Indiana Jones and the Great Circle Review

It’s been over 30 years since I wore out my VHS copy of Indiana Jones and the Last Crusade. Since then the film franchise has been in a state of escalation. Where do you go after uncovering the literal Holy Grail? Aliens, then time machines, apparently. Indiana Jones and the Great Circle is the perfect antidote to all of this; one that uses its own figurative Dial of Destiny to propel us back in time to Indy’s prime. The result is easily one of the best Indy stories across both the games and the movies, with painstakingly detailed environments, wonderfully atmospheric tomb raiding and puzzle solving, a pitch-perfect score, and quite possibly the greatest punch sound effect in the business. While it does stumble occasionally as a stealth-focused sneak ’em up, The Great Circle is an otherwise grand and gorgeous globe-trotting adventure that left me giddy as a schoolboy. Yes, it’s true that bringing Indiana Jones back to the big screen (twice) after he literally rode off into the sunset was probably a poor choice. But having MachineGames craft an Indy experience inspired by all the best games in that development team’s past?

Bethesda chose wisely.

MachineGames’ most immediate legacy is the modern Wolfenstein series, and there’s certainly some of that on show in The Great Circle. Like The New Order and its excellent prequel and sequel, The Great Circle is first-person and highly story-driven, and I’d wager if there’s anyone who hates Nazis as much as Indy, it’s the Gestapo-gutting, SS-slaying BJ Blazkowicz. The Great Circle is not, however, a bloodthirsty exercise in double-fisted, lead-flinging fury. Unlike Wolfenstein, The Great Circle’s focus is patient and slower-paced exploration and stealth – where guns are rarely (and barely) a viable option.

That said, with the founding members of MachineGames all hailing from fellow Swedish studio Starbreeze, MachineGames’ DNA admittedly runs much deeper than Wolfenstein. For many of the team, it dates back to 2004’s outstanding and highly acclaimed The Chronicles of Riddick: Escape from Butcher Bay. Riddick’s first-person fisticuffs and adventure elements appear to have been a huge inspiration on The Great Circle, and it’s refreshing to be playing a game like Butcher Bay again – particularly when it’s done with this much verve and commitment to a storied franchise.

For clarity, I doubt anybody would’ve been shocked to see an Indiana Jones game in 2024 arrive as a clone of the blockbuster Uncharted series. It certainly wouldn’t have been unprecedented. After all, both 1999’s Indiana Jones and the Infernal Machine and 2003’s Indiana Jones and the Emperor’s Tomb both followed a fairly strict Tomb Raider template. Pivoting to pay tribute to the man who usurped Lara as the premier grave-robbing vagabond of modern video games would hardly have been surprising – particularly as games today have become increasingly homogenised overall.

The Great Circle isn’t an Uncharted clone, and it’s all the better for it.

But The Great Circle isn’t an Uncharted clone, and it’s all the better for it. It’s an Indiana Jones game I didn’t even know I wanted, and sometimes that’s the best surprise. I like highly cinematic, quality third-person shooters as much as the next man, but not every game needs to be one. And besides, you can do a lot worse than taking notes from Butcher Bay – another licensed tie-in with the extremely rare distinction of being even better than the film upon which it was based.

Genius of the Restoration

The first-person perspective blesses The Great Circle with a fantastic sense of scale. Looking up in awe of the Great Pyramid – or staring out at a giant Nazi battleship perched atop a mountain in the Himalayas – simply has a more pronounced effect at eye-level. It also does wonders for immediacy, with puzzle solving in particular benefitting greatly. Picking up and poring over documents and clues, directly manipulating and placing objects, and watching the results unfold in front of your eyes makes it feel like you’re personally inside some of the world’s most expensive escape rooms. Puzzles come regularly, and they’re mostly light lifting, but I’ve encountered at least a couple of slightly curlier ones that left me smugly satisfied that I wasn’t stumped. If you do hit a roadblock, there’s a baked-in hint system that will only interject if you take an extra photo of the offending puzzle with your in-game camera. It’s a smart and courteous way of offering aid only when asked that will keep players off their phones and in the game.

On top of this, it’s really the best showcase for the incredible amount of granular detail MachineGames has stuffed into seemingly every surface in The Great Circle. From streak marks on freshly wiped glass to the slow trickle of wax from a candle lighting your way down an ancient stairwell, these are things that wouldn’t be noticed from any other viewpoint. Are they entirely necessary to make The Great Circle a great game? Maybe not, but they do paint a picture of a project where no flourish is too small if they make the world look and feel even a fraction more authentic.

After beginning with a short flashback to Raiders of the Lost Ark as a tutorial – one that might’ve been a tad indulgent had it not been so utterly well done – The Great Circle’s second level is a wonderful (and equally nostalgic) trip through Connecticut’s Marshall College. It’s a magnificent rendition and draped in layers upon layers of bespoke details that distracted me constantly on my way to the objective. Busts and other paraphernalia related to the history of the school. Cabinets full of exotic items. Notice boards cluttered with handmade signs. If you’d shown this version of Indy’s famous school to the eight-year-old version of me who cut his teeth aimlessly point-and-clicking his way around Marshall College in 1989’s Indiana Jones and the Last Crusade: The Graphic Adventure, I might have had you burnt at the stake. Or at least lowered into a sacrificial lava pit without a heart.

The eye-catching environments keep coming: The ornate Italian architecture and crusty catacombs of Vatican City; An ancient town and multiple Nazi dig sites in the shadow of the Egyptian pyramids and the Great Sphinx; Sukhothai’s winding waterways and flooded temples, which are being reclaimed by the jungle. It’s all excellent stuff, and bolstered by exemplary ray-traced lighting to boot. I love the huge contrasts between the levels, and “the great circle” as a fanciful archaeological concept is an admirably effective premise to justify Indy hopping all over the globe during a single story.

David Shaughnessy’s unerring version of Marcus Brody may go criminally unnoticed in Baker’s shadow.

The strength of that story here is one of The Great Circle’s true assets, and it’s been brought to life with some very impressive performances. For the most part, Troy Baker’s Harrison Ford impersonation is close to spot-on, and Baker’s otherwise distinct voice disappears in the role. Credit too must go to voice actor David Shaughnessy, whose unerring version of Denholm Elliot’s Marcus Brody may go criminally unnoticed in Baker’s shadow. This could have very much felt like a gimmick considering Elliot passed away back in 1992, but Brody’s small role feels meaningful and respectful, and not like a stunt. Marios Gavrilis also kills it as the slimy and sinister Nazi archaeologist Emmerich Voss; he spits his dialogue with such venom I imagine his microphone may have required a tiny umbrella. Most of the meaningful conversations occur in well-directed cutscenes, which are on par with those in modern Wolfenstein, albeit punctuated with an appropriate amount of slightly slapstick Indiana Jones humour when the fists start flying. There are basically two movies worth of cutscenes here, but it never felt like too much. This is Indy in his prime, and I’m on board for every extra minute of it.

As a rule, the Indiana Jones series is always at its best when it involves a desperate race to track down an artifact before the Nazis can nab it for what they believe will be an unbeatable, world-conquering advantage. Those movies were video game fetch quests before video game fetch quests, and The Great Circle naturally embraces it, immediately beginning on the right foot by setting its action in 1937 – directly between the events of Raiders and The Last Crusade, as the world simmers towards the Second World War.

It’s honestly quite remarkable how convincingly The Great Circle fits into the hole between those two impeccable films, successfully exploiting the odd chronology of the original Indy trilogy. That goes far beyond just providing a little extra context on Indy’s separation from Marion Ravenwood, too. In fact, one of the greatest compliments I can pay The Great Circle is that it may well be the best Indiana Jones movie you’ve never seen. The music, too, is a victory on all fronts, and I love how in sync it feels with Raiders and The Last Crusade. I was especially thrilled to see The Great Circle crescendo to a showdown that follows tightly in the footsteps of both of those films – yet still managed to knock me out with a brilliantly unexpected twist.

Aid our own resuscitation

On the topic of knockouts, combat in The Great Circle is satisfyingly brutal without being gratuitously violent, which is in keeping with its family-friendly, swashbuckling adventure serial roots. I love the deeply impressive sound design, which makes every strike sound like a golf club being slammed into a huge bunch of celery, and I love how visceral the fighting is in first-person. You block and parry blows with the correct timing, and deliver quick jabs and loaded up power punches. On top of that, Indy’s bullwhip can be used to quickly disarm enemies, and stun them long enough to either wade in and whack them or scoop up their dropped weapon and bludgeon them with it.

I enjoy how Butcher Bay-adjacent the fighting is but I’m a little unconvinced by the stamina system that rules over it, which depletes as Indy exerts himself climbing, sprinting, and throwing hands. It just creates pauses throughout the action where you’ll be compelled to wait for a beat, or jog backwards as a gaggle of goose-stepping morons march towards you with their dukes up. I can’t really detect what it adds other than something to be arbitrarily upgraded to the point where it’s no longer an inconvenience.

Combat escalates with your actions so, if you do grab a gun and start blasting, expect all armed enemies in your vicinity to respond with hot lead of their own. Indy can’t survive this kind of barrage so, for the most part, the best thing to do is forget the firearms. This does, admittedly, create a bit of silliness if you stir up a large enemy response and park yourself anywhere your attackers need to climb to reach. You can, for instance, stand at the top of a ladder and clobber the crap out of everyone who climbs it for some time, and no one will figure out that they have guns and can simply shoot at you (on regular difficulty, at least). But you’d be colouring outside the lines here, playing like this. Indy doesn’t mind leaving bodies in his wake when necessary, but he’s not some moustache-twirling mass murderer. You can always fire up Wolfenstein if you need to get some of that out of your system.

Indy doesn’t mind leaving bodies in his wake, but he’s not some mass murderer.

On the topic of guns, though, Indy’s personal revolver is sadly a big disappointment. I used it all of twice, but both were still total anticlimaxes. The first was an early boss battle where Indy’s pistol really should’ve been written out of the fight before the showdown began. After placing several bullets into a man’s unarmored head, it became clear that shooting this bloke wasn’t the way MachineGames intended me to clear this encounter. The second was late in the story, where I thought, ‘There’s no point rolling credits with revolver rounds in the cylinder!’ and figured I’d quickly plug two Nazis that suddenly appeared ahead of me in an open elevator. They simply took too many shots to go down. It seems like a weird fumble, when the scene of Indy actually using his pistol and taking out the Raiders swordsman in a single shot is one of the most memorable moments in the whole film franchise. Revolver rounds should absolutely remain exceedingly rare, but the pistol itself really should have shipped with the consistent stopping power of its cinematic counterpart.

It also rarely feels logical that high-ranking enemies within the levels can automatically see through disguises, particularly in Vatican City. It is a mechanic I’m accustomed to thanks to the likes of Hitman, which I’ll be clear is another game I love, but it’s definitely a little sillier here. It really is total nonsense that a random Italian officer would physically attack a stranger who is, for all intents and purposes, a visiting priest.

This is only a mild annoyance though and, to be fair, The Great Circle actually has a very smart approach to difficulty overall. There’s a lot more fiddling you can do than just adjust a single setting from easy to very hard. Enemy attributes are split into several categories, meaning you can tweak it so that there are tougher enemies, but fewer of them. Maybe you want to pump up their awareness, but make them weaker than wet newspapers. (This is something I think I may try for a second run.) It’s good that these options are here because, on regular difficulty, the stealth is quite basic; enemies have pretty limited vision and they’re easier to sneak past than I first assumed. I definitely became progressively less cautious once I realised I could sneak across seemingly dangerously open places as long as I did it fast enough.

That said, The Great Circle does allow us to return to previously visited locations to complete all the extra side missions, even after the main adventure is complete, so I may focus on that instead of starting over. I suspect I have many more hours of auxiliary objectives to keep me busy; I only got around to ticking off a handful of them on my first run through the story, which took me about 17 hours.