The Witcher 4: Polaris in Full Swing as CD Projekt Devotes Bulk of Its Efforts to Development

With the bulk of Cyberpunk 2077 finished, CD Projekt has now shuffled its priorities, putting the bulk of its resources into developing the next mainline The Witcher game, codenamed Polaris.

During an earning call to discuss the 2023 fiscal year, CD Projekt revealed that it is dedicating a bulk of its efforts to developing the next installment in its widely popular fantasy-themed RPG series.

As you can see from the screenshot below, CD Projekt was fully transparent with investors and those listening in on the call, showing exactly how many developers are being allocated to its current and future projects. The chart reveals that it has over 600 developers at the studios, over 400 of whom are assigned Polaris development.

Also interesting to note is that the next installment in the Cyberpunk franchise, codenamed Orion, has 47 developers currently assigned to the project. CD Projekt also revealed that Orion is in the concept stage of its development. The company previously revealed that its new studio, based in Boston, Massachusetts, has been assigned to work on the project.

This is not the first time CD Projekt has disclosed that a good portion of its employees are working on the next The Witcher game. In late November, during the Q3 2023 earnings report, CD Projekt revealed that almost 330 developers (nearly 50% of its staff) were tasked with developing the project.

With today’s announcement, some quick math shows that number is now over half of the development team; about 64% of its staff are working on The Witcher 4 development. That increase in developers is likely due to a “big part” of the Cyberpunk 2077 team moving over to work on The Witcher 4.

CD Projekt confirmed that a new The Witcher game was in development back in 2022. While details on the next entry are slim, we do know that it will run on Unreal Engine 5. CD Projekt Red game director Sebastian Kalemba said in an interview last December with Lega Nerd that the goal of the next entry is to “build something that goes beyond the previous The Witcher and that manages to tell something more intense, with also more intense gameplay.”

Though, don’t expect The Witcher 4 anytime soon, CD Projekt Red studio president and co-CEO Adam Kiciński said in 2022 that the project was at least three years away. This means that it could come out as early as next year. It is worth noting today’s earnings call also disclosed that Polaris’s project stage is “pre-production.”

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

PlayStation Portal Is Back In Stock at Walmart

The PlayStation Portal, Sony’s handheld gaming accessory for the PS5 console, is finally back in stock at Walmart, but who knows for how long. It’s almost always sold out everywhere, so don’t hesitate to place an order if you’ve been waiting. The PS Portal is not a standalone device, like the PS Vita. It’s a remote player for the PlayStation 5, so you’ll need a PS5 to use it. That said, it streams games from your console over Wi-Fi, essentially letting you play your PS5 games from anywhere in your home. Check out our PlayStation Portal review to see what our critic thought of it.

PlayStation Portal Back in Stock at Walmart

PS Portal is basically a DualSense controller with an 8-inch LCD screen in the middle of it. It lets you stream games from your PS5 at up to 60fps, with a 1080p screen resolution, so it should look plenty sharp considering the screen’s dimensions. It also features the full slate of vibrations, haptic feedback, and adaptive triggers you’d get from a standard DualSense — something that’s missing if you stream your PS5 games to a phone, tablet, computer, or Steam Deck. It will also work when you’re away from home, provided you have a strong internet connection and you left your PS5 in rest mode.

It should be said that the PlayStation Portal isn’t the only way to stream your PS5 games over Wi-Fi within your home. As mentioned above, you can do that on many internet-connected devices, including phones, tablets, computers, and Steam Deck. Just download the PS Remote Play app to set it up (details here). It’s a little more complicated to stream to Steam Deck, but just search for Chiaki and you can probably figure it out. You can also check out our PlayStation Portal vs. Steam Deck comparison for a look at both handhelds side-by-side.

Pepper Grinder Review

To describe a game as being a non-stop grind from start to finish would be considered a negative in almost any other context, but not in the case of Pepper Grinder. This energetic platforming adventure straps a high-powered drill to your hand and throttles you forward through a series of terrain-churning 2D paths littered with enemies to pummel and challenging platform sections to navigate at speed. It’s lively, fluid, and frequently frantic, and folds in some fun diversions that help each stage stand out, even though a surprisingly short list of levels means that Pepper Grinder is here for a good time rather than a long time.

The setup is simple: a young girl named Pepper washes ashore on a mysterious island crawling with narwhal-like creatures known as the Narlings, gets unceremoniously dropped to the bottom of a cavern, straps on a power drill (and gives it the grooviest of Bruce Campbell-like revs) before riding a wave of mutilation through the monster army and gathering enough gemstones along the way to bedazzle a pair of Beyonce’s boots. From there it never stops feeling great to steer the pint-sized Pepper through sand and soil like a gas-fuelled groundhog, before emerging at an enemy’s feet to give them the spikiest of surprise attacks.

[Pepper Grinder] feels highly reminiscent of Sega’s Ecco the Dolphin, only with turf in place of surf.

Yet although it involves carving holes through rock and dirt with a runaway power drill, Pepper Grinder’s momentum-based movement doesn’t exactly break new ground. It actually feels highly reminiscent of Sega’s Ecco the Dolphin, only with turf in place of surf; swapping out bodies of water for suspended chunks of earth to form the basis of an adventure that’s less about landing precisely on the top of platforms than it is tunneling straight through them. Still, although it may effectively be an echo of an Ecco, Pepper Grinder successfully stands on its own thanks to the sheer variety of challenges to be found in its stages. In one you might get a literal helping hand between platforms from a friendly giant, while in another you’ll dive drill-first into saltwater sections and tear through the underbelly of heavily-armed Narling attack boats in order to sink them.

Assault and Pepper

In fact, although Pepper Grinder is almost entirely focussed on boring through rock, rarely does it run the risk of becoming boring itself. Not only does it introduce neat new ways to evolve the drill-based thrills, including a grappling hook to swing Pepper from one crumbly corridor to the next or bodies of water to skim along like an overly sharpened stone, but it also occasionally drops in some heavier hardware to consistently change things up. A machine gun attachment introduces captivating bursts of Contra-inspired carnage as you mow down monster mobs swarming from all directions. Meanwhile a hulking, drill-powered mech suit allows you to tear down buildings and stomp enemy skulls in the sort of devastating 2D rampage rarely seen outside of, well, Rampage. These sequences break up the otherwise non-stop subsurface swerving, although they also occasionally create fractures in the framerate, too (at least on PC).

Performance compromises aside, what’s great about these entertaining enhancements is that they’re used sparingly enough to keep them feeling special, and they allow for some nice surprises along the way. I went from grinding to grinning the first time I came upon a Narling piloting a snowmobile and then realised I could punt him out of the driver’s seat and take control of the vehicle myself, not unlike the magic moment several decades ago when I first discovered I could brazenly hijack Lakitu’s cloud in the original Super Mario Bros. Everything benefits from a smartly streamlined control setup built around a couple of face buttons and the right trigger, so it all feels intuitive as you seamlessly shift between boring holes through the earth to blasting bullets through enemies.

While there’s a healthy variety of enemy types to encounter in Pepper Grinder, it’s somewhat deflating that there are only four boss fights to be found, but they’re at least significantly distinct from each other. One involved a close encounter with a bus-sized rhino beetle that scrambled up the walls and along the ceiling, while another challenged me with toppling a towering magmaworm that punched momentum-halting holes in the terrain with its own pair of damaging drill-arms. While they are certainly physically imposing, none of these bosses are particularly tough to take down since their attack and movement patterns are limited and mostly easy to avoid. That is, with the exception of the final boss, whose wide area-of-effect strikes had me riding my luck just as much as Pepper’s power drill as I frequently surfed my way within a pixel’s width of death. As a result, overcoming Pepper Grinder’s hardened final hurdle left me feeling invigorated as I watched the credits finally roll after multiple tension-filled attempts.

It’s a rock-busting blast while it lasts, then, but it must be said that Pepper Grinder is a fairly compact adventure, and it only took me three hours to work my way through the 20-odd levels that make up its four worlds. While it’s true that it certainly doesn’t outstay its welcome, I can’t help but feel like it could have done with another couple of zones to plow through – especially since the ones included here are fairly boilerplate for the platforming genre. A snowy ice realm and lava-filled fire zone might be par for the course, but I would have loved to have seen developer Ahr Ech flex its considerably creative talents and conjure up a few other unique environments to house its entertaining style of subterranean surfing.

What’s Mined is Yours

As far as replay potential goes, each stage contains five skull coins to collect, typically hidden behind false walls or at the end of particularly tricky platforming sections, and you can spend them at the in-game shop to unlock a bonus level in each world at the cost of 10 coins a piece. These levels are some of Pepper Grinder’s most enjoyable, including a Donkey Kong Country-inspired cannon course that places the emphasis on precise timing as you bisect hovering hordes of enemies carrying spiky shields, and another that forces you to frantically propel yourself skyward through a series of ice clumps cascading down frozen waterfalls.

Outside of these four bonus levels, though, there’s little of note to spend your hard-earned gems and skull coins on. You can buy bog-standard cosmetics like palette-swapped hair and clothing for Pepper, as well as character stickers and level landscapes that can be arranged in a fairly frivolous sticker book. Since I wasn’t particularly interested in either, I ended up with pockets lined with unspent gems and little incentive to backtrack through stages in search of the skull coins I missed. However, the time attack mode unlocked after beating Pepper Grinder’s campaign did manage to drag me back in for another hour or so, since its medal-based time challenges are surprisingly strict and demand pinpoint power-drilling to earn, and getting into the supreme flow state required to pass them is when Pepper Grinder is at its most exhilarating.

Helldivers 2 Gets Two New Stratagems That Should Help Take Down Those Annoying Automatons

Helldivers 2 developer Arrowhead has released two new Stratagems to help players in the fight against the Automatons and Terminids.

First up is the MG-101 Heavy Machine Gun, which costs 6,000 requisition. This Stratagem is described as “a very powerful but difficult-to-wield machine gun with intense recoil.” It’s got a three second call-in time, a 480 cooldown, and unlimited uses.

And finally, the LAS-99 Quasar Cannon Stratagem is now in the game. This weapon charges up to fire a powerful, explosive energy burst, with a long cooldown period after firing. The Quasar costs 7,500 requisition, has a three second call-in time,480 second cooldown time, and unlimited use.

The Heavy Machine Gun and the Quasar Cannon are the first new Stratagems to hit Helldivers 2 since the release of mechs earlier this month. Arrowhead mentions the “Automaton horde” specifically in its announcement, so hopefully the two additions will help with Helldivers 2’s current major order, which revolves around fighting the alien robots.

While Helldivers 2 just got two new toys to play with, Arrowhead has warned players against snowball fights because they cause the game to crash. If you’re looking for more on Helldivers 2, check out IGN’s feature on the Let Me Solo Her of Helldivers 2, a player who has answered over 100 SOS Beacons as part of a mission to help others. Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well.

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.

Visions of Mana: The First Hands-On Preview

It is no secret that Square Enix’s Mana series has impacted the JRPG genre immensely since it debuted in 1991. It’s a franchise rich with deep stories and memorable combat that has stood the test of time. Despite the last mainline game releasing 18 years ago, fanfare has yet to die down, as seen with the success of the 2020 remake of Trials of Mana. The question is, can a brand new Mana game replicate the same success as a remake? If this two-hour hands-on preview is any indication of the rest of the game, then Visions of Mana’s fresh take on battle and class systems not only gives it the potential to meet the success of the originals but possibly even the chance to surpass them.

From the outset, it is clear that Visions of Mana is a completely different experience from previous games in the series. Gone are the days of sprite-drawn, top-down 2D combat. Here are the days of fast-paced, flashy and vibrant 3D semi-open field battles. Gameplay puts a heavy focus on the action part of the action-JRPG genre, introducing aspects like aerial combat to help open up the tag-based sword-slashing and magic system already in place.

During each encounter, the party’s three heroes can be swapped out with the push of a button, using their unique abilities and strengths in accordance with specific enemies that were in the battle. Val’s heavy attacks are useful for fighting big enemies one-on-one, while Morely’s speed is perfect for encounters made up of a higher number of enemies. Careena serves as the ideal support role, not only providing healing but dishing out powerful magic attacks like thunderbolt that deal area-of-effect damage that is both powerful and far-reaching.

Being able to approach battles by equipping different Vessels to different characters beforehand makes for an interesting rock-paper-scissors combat mechanic.

Whenever the other two characters aren’t being used in combat, the AI takes over seamlessly. Having all three heroes participate in the battle at once results in a variety of combo moves that deal significant damage, especially when adding Elemental Vessels into the mix. These mystical artifacts play a huge role in Visions of Mana’s combat. Depending on who has which element attached to them, their skillsets, stats, and weapon types will change drastically. In this preview, there were two different Elemental Vessels: Moon and Wind. The first manipulates the flow of time, while the second controls air currents, lofting enemies off their feet while dealing damage.

Playing as Val’s Aegis class using the Vessel of the Moon is a completely different experience than when it’s equipped to either of the other party members. In this state, he uses a Lance and Shield while also having the ability to manipulate the flow of time, making for a terrifying one-two punch of slowing any enemy down to be able to dish out both quality and quantity with his damage. Nothing was more satisfying than using this on the Gem Valley Ochoro in the first area of the preview.

This sturdy and fast enemy, who felt like a beefy Sonic the Hedgehog, was an absolute menace, featuring crazy speed and high defense that made for a long and drawn-out battle. That battle became much easier after switching Val over to the Aegis class. Thanks to the Luna Globe, a time bubble is created that slows every enemy trapped within it to a crawl, which is perfect for speed demons like the Ochoro. While it still takes a few attempts, trapping the hedgehog in the bubble and whaling on it with a barrage of melee and magic spells resulted in a satisfying fight. Being able to approach battles by equipping different Vessels to different characters beforehand makes for an interesting rock-paper-scissors combat mechanic.

The longer each battle progresses, the more every character’s special meter grows. Depending on what Vessel is equipped, building this up to 100 percent results in a powerful onslaught that works on individual bosses and large crowds alike to deal some serious damage and inflict. This ability makes Visions of Mana’s more challenging fights, like the side quest mini-bosses, feel more manageable while maintaining its interesting degree of difficulty.

This brief look into what to expect from Visions of Mana paints an image of how exciting it has the potential to be. While it may seem like a scary change, the action-focused combat and the introduction of gameplay elements such as Elemental Vessels might be what the series needs to bring it back into the modern-day limelight.

Don’t Throw Snowballs in Helldivers 2 — They’re Causing the Game to Crash

Here’s an odd one: the developer of Helldivers 2 has warned players against having snowball fights because they’re causing the game to crash.

Some planets in Helldivers 2, such as Heath, have snow, and in this chilly environment players are able to make a snowball and throw it. When players discovered this mechanic they broke out in spontaneous snowball fights. Now, though, snowball fights may put the game itself at risk.

In a post on the Helldivers Discord, Arrowhead community lead Baskinator told players to avoid having snowball fights for the time being. “We’re aware of a crash caused by picking up and throwing snowballs,” Baskinator said. “We hope to have this fixed in the near future, but until then, we advise against snowball throwing!”

Helldivers 2 has had its fair share of crash issues since its explosive launch in February. This week, Arrowhead released a Helldivers 2 patch that made arc weapons and stratagems safe to use again after they caused game-freezing crashes.

If you’re looking for more on Helldivers 2, check out IGN’s feature on the Let Me Solo Her of Helldivers 2, a player who has answered over 100 SOS Beacons as part of a mission to help others. Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well.

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.

Tyler “Ninja” Blevins Reveals Cancer Diagnosis

Streamer Tyler “Ninja” Blevins has revealed he has been diagnosed with melanoma, a type of skin cancer.

32-year-old Blevins, who has the most-followed Twitch channel with over 18.8 million followers, revealed the diagnosis in a statement on Twitter / X after a mole removed from his foot was found to be cancerous. Blevins said medical professionals are “optimistic” it was caught in the early stages. “I’m grateful to have hope in finding this early, but please take this as a PSA to get skin checkups,” Blevins added.

Here’s Ninja’s statement in full:

“Alright I’m still in a bit of shock but want to keep you all updated. A few weeks ago I went in to a dermatologist for an annual skin/mole check that Jess proactively scheduled for me. There was a mole on the bottom of my foot that they wanted to remove just to be careful. It came back as melanoma, but they are optimistic that we caught it in the early stages. I had another dark spot appear near it, so today they biopsied that and removed a larger area around the melanoma with the hopes that under the microscope they will see clear non-melanoma edges and we will know we got it. I’m grateful to have hope in finding this early, but please take this as a PSA to get skin checkups.”

Ninja became perhaps the most recognisable name in streaming by playing Fortnite on Twitch from late 2017. He’s since broken out from the video game space to become a mainstream celebrity in his own right, appearing on TV shows and other media.

The NHS describes melanoma as a form of skin cancer that can spread to other parts of the body, and advises people to be careful in the sun by using sunscreen. A new mole or a change in an existing mole may be signs of melanoma.

Image credit: Photo by Denise Truscello/Getty Images for Amazon’s Crown Channel

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.

Layoffs Hit Sega Europe, Total War Developer Creative Assembly and Sonic Dream Team Developer Hardlight, Sega Sells Relic Entertainment

Sega has announced sweeping layoffs that affect Sega Europe, Total War maker Creative Assembly, and Sonic Dream Team developer Hardlight.

Sega Europe boss Jurgen Post sent staff an email this morning notifying them of the cuts, as well as the sale of Company of Heroes and Dawn of War developer Relic Entertainment. The layoffs affect approximately 240 roles across Sega Europe, Creative Assembly, and a “small number” at Hardlight. Football Manager developer Sports Interactive and Two Point Hospital developer Two Point Studios, also owned by Sega Europe, were not mentioned.

Sega did not disclose how many staff at each studio were affected, but did issue IGN an additional update on the status of Creative Assembly’s upcoming projects: “Creative Assembly continues to have multiple projects in development with Total War and a new unannounced project.”

Post said the sale of Relic had been agreed and the studio is transitioning to become independently run, which means it is no longer part of Sega. “Sega is working closely with Relic on this shift, and we wish them the best for the future,” Post said.

Relic issued a statement of its own, saying it had become independent with the help of an unnamed external investor. It added that work on updating real-time strategy game Company of Heroes 3 continues, and indeed it will continue to support its games.

Post then apologised to staff at Sega Europe, and insisted the cuts were necessary “to secure the future of our games business”.

“Before I go on, I want to sincerely apologise for the worry and understandable distress this news will cause, particularly for those directly affected. These decisions have been incredibly tough to make, and they follow meticulous consideration and deliberation with leadership teams across the business. Change is necessary to secure the future of our games business, and to ensure that we are well placed to deliver the best possible experiences to our players going forward.

“We need to streamline, focus on what we are good at, and position ourselves as best we can for the road ahead. In order to do that, we need to respond to the changing economic landscape and the challenges we’re facing in the way we develop our products and bring them to market.”

“We need to streamline, focus on what we are good at, and position ourselves as best we can for the road ahead.

Post then apologised to any staff who found out about the layoffs from social networks or the media before Sega itself. “Sega Sammy Holdings made a declaration regarding this news to the Tokyo Stock Exchange moments ago,” Post said. “Due to the nature of this announcement and our legal obligations in Japan, we were unable to share any detail with you until now. That is far from ideal and means some of you may have read about this in the media or via social networks before seeing this email. If that is the case, I’m sorry.

“Again, I want to reiterate that these are not decisions we take lightly. Every affected employee will be treated with respect and compassion, and you have my commitment on the following:

“We will provide support to affected employees where we can, including severance pay, career support and access to independent and internal guidance. We will adhere to the proper regional processes for redundancy. We will communicate individually with everyone affected to offer as much transparency on this process as we can. More details relating to impacted business areas and associated roles will be communicated in due course from within the affected business units.

“I fully appreciate this means we are moving into a very unsettled phase, and I ask that we all look after each other through this difficult time.”

These layoffs are the latest at Sega Europe and across the video game industry in what is one of the toughest times for developers in recent memory. In May 2023, Sega Europe laid off 121 employees from Relic. Then, in September, Sega canceled Hyenas, the multiplayer extraction shooter in development at Creative Assembly, with a source telling IGN the entire development team faced redundancy. Late last year, Total Assembly released Total War: Pharaoh, which has struggled to find an audience. The studio also apologized for various missteps it had made with Total War: Warhammer 3 DLC.

In January of this year, Sega of America laid off 61 staff as it moved to outsource QA and localization, a move which impacted AEGIS-CWA union members. At the time, the union said it was able to negotiate to double the number of saved jobs, and offer severance to temporary workers.

Overnight, AEGIS-CWA announced they had ratified their first contract with Sega, less than a year after their recognition as a legal union. The contract includes a number of worker protections, including raises for all unit members (roughly 150 full-time and temporary employees), Just Cause protections, layoff protections including a recall list and severance, commitment to crediting all workers on games they work on, and a number of other benefits.

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.

Layoffs Hit Total War Developer Creative Assembly and Sonic Dream Team Developer Hardlight, Sega Sells Relic Entertainment

Sega Europe has announced sweeping layoffs that affect Total War maker Creative Assembly and Sonic Dream Team developer Hardlight.

Sega Europe boss Jurgen Post sent staff an email this morning notifying them of the cuts, as well as the sale of Company of Heroes and Dawn of War developer Relic Entertainment. The layoffs affect approximately 240 roles across Sega Europe, Creative Assembly, and a “small number” at Hardlight. Football Manager developer Sports Interactive and Two Point Hospital developer Two Point Studios, also owned by Sega Europe, were not mentioned.

Sega did not disclose how many staff at each studio were affected, but did issue IGN an additional update on the status of Creative Assembly’s upcoming projects: “Creative Assembly continues to have multiple projects in development with Total War and a new unannounced project.”

Post said the sale of Relic had been agreed and the studio is transitioning to become independently run, which means it is no longer part of Sega. “Sega is working closely with Relic on this shift, and we wish them the best for the future,” Post said.

Relic issued a statement of its own, saying it had become independent with the help of an unnamed external investor. It added that work on updating real-time strategy game Company of Heroes 3 continues, and indeed it will continue to support its games.

Post then apologised to staff at Sega Europe, and insisted the cuts were necessary “to secure the future of our games business”.

“Before I go on, I want to sincerely apologise for the worry and understandable distress this news will cause, particularly for those directly affected. These decisions have been incredibly tough to make, and they follow meticulous consideration and deliberation with leadership teams across the business. Change is necessary to secure the future of our games business, and to ensure that we are well placed to deliver the best possible experiences to our players going forward.

“We need to streamline, focus on what we are good at, and position ourselves as best we can for the road ahead. In order to do that, we need to respond to the changing economic landscape and the challenges we’re facing in the way we develop our products and bring them to market.”

“We need to streamline, focus on what we are good at, and position ourselves as best we can for the road ahead.

Post then apologised to any staff who found out about the layoffs from social networks or the media before Sega itself. “Sega Sammy Holdings made a declaration regarding this news to the Tokyo Stock Exchange moments ago,” Post said. “Due to the nature of this announcement and our legal obligations in Japan, we were unable to share any detail with you until now. That is far from ideal and means some of you may have read about this in the media or via social networks before seeing this email. If that is the case, I’m sorry.

“Again, I want to reiterate that these are not decisions we take lightly. Every affected employee will be treated with respect and compassion, and you have my commitment on the following:

“We will provide support to affected employees where we can, including severance pay, career support and access to independent and internal guidance. We will adhere to the proper regional processes for redundancy. We will communicate individually with everyone affected to offer as much transparency on this process as we can. More details relating to impacted business areas and associated roles will be communicated in due course from within the affected business units.

“I fully appreciate this means we are moving into a very unsettled phase, and I ask that we all look after each other through this difficult time.”

These layoffs are the latest at Sega Europe and across the video game industry in what is one of the toughest times for developers in recent memory. In May 2023, Sega Europe laid off 121 employees from Relic. Then, in September, Sega canceled Hyenas, the multiplayer extraction shooter in development at Creative Assembly, with a source telling IGN the entire development team faced redundancy. Late last year, Total Assembly released Total War: Pharaoh, which has struggled to find an audience. The studio also apologized for various missteps it had made with Total War: Warhammer 3 DLC.

In January of this year, Sega of America laid off 61 staff as it moved to outsource QA and localization, a move which impacted AEGIS-CWA union members. At the time, the union said it was able to negotiate to double the number of saved jobs, and offer severance to temporary workers.

Overnight, AEGIS-CWA announced they had ratified their first contract with Sega, less than a year after their recognition as a legal union. The contract includes a number of worker protections, including raises for all unit members (roughly 150 full-time and temporary employees), Just Cause protections, layoff protections including a recall list and severance, commitment to crediting all workers on games they work on, and a number of other benefits.

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.

Take-Two Buys Gearbox From Embracer, Confirms Development on New Borderlands Game

Embracer Group has officially divested Gearbox Entertainment, selling the division to Take-Two Interactive for $460 million.

In a press release, Embracer shared that it is divesting Gearbox Software, Gearbox Montreal, Gearbox Studio Quebec, and the franchises Borderlands, Tiny Tina’s Wonderlands, Homeworld, Risk of Rain, Brothers in Arms, and Duke Nukem. Embracer will retain rights to Gearbox Publishing San Francisco (formerly Perfect World Entertainment, and which it plans to rename), the publishing rights to Remnant, Hyper Light Breaker, and other unannounced games, Cryptic Studios, Lost Boys Interactive, and Captured Dimensions. All of its retained assets will be integrated into other parts of Embracer Group. The sale is expected to close by the end of June.

Gearbox will join Take-Two’s 2K division and will continue to be led by CEO and founder Randy Pitchford. Currently, Gearbox has both a new Borderlands and a new Homeworld game in development, as well as “at least one exciting new intellectual property,” per a separate press release.

Notably, the full purchase price of $460 million will be paid to Embracer Group in Take-Two shares rather than cash. For comparison, Embracer originally purchased Gearbox for $363 million, half in cash and half in newly-issued Embracer Group shares, with an additional consideration of $1.015 billion (also partially in shares) to be paid out if Gearbox hit certain targets within six years.

Gearbox and Take-Two have had a long-standing relationship, with Take-Two serving as the publisher of the Borderlands franchise via its 2K label. The two also have partnered on an upcoming Borderlands film, as well as Gearbox’s 2016 game Battleborn.

Embracer Group has been gradually shedding a number of its many, many studios after an multi-year acquisition spree fell apart last year. Most recently, it divested Saber Interactive, and has made numerous cuts such as the closure of Saints Row developer Volition, the cancellation of an unannounced Deus Ex game, and the layoffs of over 900 staff, with more expected in the future.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.