Bethesda Teases ‘Terran Armada’ on Starfield 2-Year Anniversary, Sending Fans Down a Speculation Rabbit Hole

It looks like Bethesda has begun teasing new content for Starfield, after fans spotted a hidden message in a social media video released to celebrate the game’s two-year anniversary.

The video, below, starts off innocently enough, but soon the tone of the music shifts and the image becomes garbled. Clearly, there’s a tease in there somewhere!

And indeed there is. It didn’t take long for Starfield fans to arrange the frames in such a way to form the words ‘Terran Armada,’ which has sent the game’s community down a rabbit hole of speculation.

Warning! Spoilers for Starfield follow:

The most obvious suggestion is Terran Armada is the name of Starfield’s long-awaited second expansion. If so, it suggests a DLC that revolves around Earth, people who left Earth, or people who still are on Earth. Some are speculating that Terran Armada, if this does in fact relate to DLC, will be about the return ships that left Earth at some point in the past, perhaps a fleet of generation ships. Another popular theory is that the Terrans are the name of a new enemy faction of survivors left on Earth after its destruction, which could evoke Mad Max vibes.

In Starfield, Earth became a barren, uninhabitable wasteland after its magnetosphere collapsed in 2203, leading to the dissipation of its atmosphere and the evacuation of humanity. The collapse was a direct consequence of the invention and widespread use of the Grav Drive, a technology enabling faster-than-light travel. The planet is now exposed to dangerous solar and cosmic radiation and is covered in toxic vents and impact craters, with no signs of life.

Or perhaps Terran Armada isn’t DLC 2 after all, and instead is a stop-gap update designed to tide fans over until the promised second expansion finally materializes.

Whatever this is, clearly Starfield fans who have stuck with the game since its launch in 2023 are chomping at the bit. Apart from vague words of reassurance, Bethesda has remained tight-lipped on the future of Starfield, only recently teasing improvements to space travel.

“We’ve waited 11 months for a three-second screen that changed colors and revealed a few letters of a broken up word (and we’re probably gonna have to wait another 4-6 months for anything more),” said redditor Elkupalos. “We’re beyond starved at this point haha. Next trailer or update of actual substance is gonna hit us fans like a nuke.”

Last month, Bethesda confirmed improvements to Starfield space gameplay “to make the travels there more rewarding” after datamined fragments of code suggested the developer had a more streamlined space travel experience in the works. Based on this datamine, while you may be able to travel between planets within the same system, you won’t be able to fly all the way between systems, nor fly directly from a planet’s surface into orbit, like No Man’s Sky.

In a new video discussing his career, veteran Bethesda developer Tim Lamb confirmed that the studio had been working on Starfield’s space gameplay, and that a new DLC story was still coming at some point.

“I think as it comes to Starfield, I’m really excited for players to see what the teams have been working on,” he said. “We have some cool stuff coming, including free updates and features the players have been asking for, as well as a new DLC story.

“I can’t go into all the details just yet, but I will say part of the team has been focused on space gameplay to make the travels there more rewarding. We’re also adding some new game systems, and a few other smaller delights. There’s also some really interesting stuff coming down the pipe from our verified creators. There’s some fun stuff.

“I just want to say thanks. We really appreciate the support and the enthusiasm. We can’t wait to get it into the hands of our players.”

Last month it was reported that Starfield’s second expansion and much-anticipated PlayStation 5 port would now arrive in 2026, following the poor reception to 2024 add-on Shattered Space. Bethesda boss Todd Howard had previously talked of expansions arriving annually.

Starfield launched in September 2023 as Bethesda’s first brand new IP in 25 years, but it was not as well received as the studio’s previous games in the Fallout and The Elder Scrolls franchises, and the Shattered Space expansion, released a year later in September 2024, has a ‘mostly negative’ user review rating on Steam.

Starfield went on to reach 15 million players, but the question of whether Bethesda might walk away from the game to focus on its other franchises has been a running theme since release. In June 2024, Bethesda insisted it remained committed to supporting Starfield, and confirmed at least one other story expansion would come out following Shattered Space. And in an interview with YouTube channel MrMattyPlays, Bethesda Game Studios’ Todd Howard said the developer was aiming to release an annual story expansion for “hopefully a very long time.”

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

‘There’s Just No Question That the Company Is Not the Same’ – Former Bethesda Exec on How the Studio Behind Fallout has Changed

Fallout studio Bethesda Softworks has been through a lot in the last few decades, and former marketing boss Pete Hines was there to see it through almost all of its changes.

Hines touched on how Bethesda became a gaming giant during a recent interview with DBLTAP. In addition to providing his perspective on the company’s early days, he took the time to recount how some of its biggest victories and hardest falls helped shape it into what it is today.

When it was working, it was magical.

Hines started with Bethesda in October 1999, seeing it through everything from the launch of The Elder Scrolls 3: Morrowind in 2002, to Skyrim in 2011, to Fallout 76 in 2018. He also remained as a key figure at the gaming publisher throughout Microsoft’s acquisition of Bethesda parent company ZeniMax Media, which was completed in 2021, before going on to announce his retirement in 2023.

Hines brought his time at Bethesda to an end after 24 years. However, it seems it was the quieter moments working with ZeniMax founder and CEO Robert Altman, who passed away in 2021, that he remembers most fondly.

“It was Robert Altman’s company, and we were his employees, no question,” Hines said. “But he treated us more like family, and we found a culture that really fit us. When it was working, it was magical. We were a small, private company. It’s way easier to stay out of scrutiny when you’re not having to put your earnings reports out for the whole world.”

Bethesda, which now serves under the titan that is Microsoft, encompasses a variety of different game studios. This includes its development arm, Bethesda Game Studios, Doom developer id Software, Deathloop developer Arkane Studios, Wolfenstein studio MachineGames, and The Elder Scrolls Online studio ZeniMax Online.

Gamers have turned to the company for everything from giant, trend-setting RPGs to laser-focused first-person shooters, but in 2024, the Bethesda umbrella shrunk. Just three years after Microsoft completed its acquisition, the Xbox company announced it would be shutting down Redfall developer Arkane Austin and Hi-Fi Rush studio Tango Gameworks (Tango was later acquired by Krafton).

There’s just no question that the company is not the same.

Bethesda has gone through major shifts both before and after the Microsoft acquisition. For better or worse, Hines says there’s no denying the company he started at in 1999 has changed.

“There’s just no question that the company is not the same,” he added. “It has been radically changed and altered from the company that we built. It is what it is. Things change. Things move on, but at its height, it was really a special thing to be a part of.”

Elsewhere in the interview with Hines, the former Bethesda executive touched on how he fought to change the name of Arkane’s Prey, as well as his thoughts on gaming subscription services like Game Pass. He also remembered the controversy surrounding Fallout 76 and how it led to “probably the dumbest thing” he ever did at Bethesda.

For more, you can read about how Bethesda became the first Microsoft game studio to fully unionize. You can also check out why one Bethesda veteran believes games like Fallout and The Elder Scrolls will always have load screens.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

‘We Want to Do This Right’ — Vampire: The Masquerade – Bloodlines 2 Issues PlayStation Store Pre-Order Refunds as Publisher Works to Make ‘Big Changes’ Before Launch

Vampire: The Masquerade – Bloodlines 2 publisher Paradox is now offering PlayStation Store pre-order refunds as it makes “big changes” after a backlash to its decision to lock clans behind DLC.

The furore began with the confirmation that Bloodlines 2 would feature four clans: Brujah; Tremere; Banu Haqim; and Ventrue. While this selection provides four different starting options for how you build your protagonist, it’s a more limited offering compared to the cult classic original Bloodlines, which featured seven clans.

Developer The Chinese Room added a further two clans to Bloodlines 2 (Lasombra and Toreador), but these were only available as part of the Shadows and Silk add-on pack, which costs $21.99 as DLC, or included as part of the $89.99 Premium Edition. The standard edition costs $59.99.

This DLC is available from day one, which has created the impression that the “full” roster has been carved up, with only those paying extra getting the complete launch experience. As you’d expect, fans were quick to express their dissatisfaction.

At gamescom 2025, a representative for publisher Paradox told IGN the decision was a “business” informed choice, prompting further outcry. Then, last month, a post on Discord from Paradox suggested a significant change would be coming ahead of launch, and now the publisher has gone one step further by issuing PlayStation Store pre-order refunds.

“Hi,” a post on social media on the official Bloodlines 2 account began. “We’re making adjustments and will share the details on Sept 17. Big changes take time, and we want to do this right.

“PS Store pre-orders will be refunded on Sept 8. You’ll be able to pre-order again before launch on Oct 21.

“Thanks for your patience; we’ll share more soon!”

Fans are now wondering whether Paradox will include Lasombra and Toreador by default and not as DLC at base game price. Certainly, the sentiment online is that’s the expectation.

“Honestly nothing short of fully including them at base game price will turn me around on this,” said one social media user in response to the announcement. “Otherwise I’m skipping.”

“The only way to salvage this and regain trust with the community is to sell the base game as-is with all clans available and rather sell DLC with new side stories and cosmetics on the side or just add the cosmetics/side stories as part of a higher tier eg deluxe edition/premium edition, as that won’t mess with the main story/narrative etc,” said another.

Some expressed thanks for the reaction to the backlash. “I’m very excited and hopeful to see what you came up with for the two clans locked behind DLC issue,” said one fan. “I’d like to thank you for listening to community feedback and working to fix the issue. I’m sure refunding store pre-orders was not an easy decision.”

Vampire: The Masquerade – Bloodlines 2 has suffered a difficult development and a number of high-profile delays, but it is a crucial release for Paradox. The publisher will be keen to give it the best chance possible to succeed, and backtracking on its DLC plans may be the only viable option at this stage. While you wait to find out, check out IGN’s Vampire: The Masquerade – Bloodlines 2 hands-on preview.

Be sure to stay up-to-date with all the latest from IGN by clicking here and setting IGN as a preferred source in Google.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Why Exit 8, the Live-Action Horror Movie Adaptation of the Hit Indie Game, Has Sparked a Backlash in Japan Over Its Tsunami Scene

Exit 8, a live-action horror movie adaptation of the anomaly-spotting indie game of the same name, opened at movie theaters in Japan on August 29. Despite enjoying a profitable opening weekend, the Japanese film has attracted some controversy in its home country over a scene that depicts a tsunami, as well as the production company’s delay in issuing an official warning about this potentially upsetting content.

Originally released on Steam in November 2023, The Exit 8 is a first-person puzzle game set in looping passageways of a Japanese subway station. Starting by the sign for Exit 0, players must reach the titular Exit 8 by looking out for anomalies – if they see something strange they must turn back. If everything seems normal, they must keep walking straight ahead. Make the correct choice, and the number on the exit sign goes up by one. Make the wrong choice, and you go all the way back to zero. With its creepy atmosphere and occasional jump-scares, the game quickly shot up in sales and gained widespread popularity with streamers. It has since been ported to multiple platforms and even has a VR version.

The movie Exit 8 uses the iconic elements of the game to present a psychological horror. Kazunari Ninomiya plays the main character, an asthmatic unnamed man stuck in the daily grind of commuting to work on the subway who is struggling to come to terms with becoming a father. Like in the game, Ninomiya’s character gets trapped in the looping subway passages and must successfully spot anomalies to reach Exit 8. The movie also touches on themes like bystander apathy, dissociation from reality, and how smartphones can make us lose track of our surroundings.

The film has an uneasy atmosphere and is almost exclusively set within the claustrophobic bounds of the subway station. The subway passages evoke the game, right down to the wandering salaryman NPC, posters, and the overly shiny white, tiled walls. Some of the anomalies are similar to those in the game, while others are unique to the movie (one of which will likely be appreciated by Parasite Eve fans).

On September 1, the movie’s official X account posted a content warning to potential viewers about “certain scenes that may evoke traumatic memories of natural disasters, like tsunamis.” This post led to an outpouring of varied responses. Although some users thanked the production company for the heads-up, others criticized the timing of the warning, which came three days after the film hit theaters. “Shouldn’t this have been issued on opening day?” and “I wouldn’t have gone to see it had I known,” are among the critical user comments reported on by Japanese news outlets like Yahoo! Japan/J-CAST.

Meanwhile, some commenters who hadn’t seen the film yet mused about whether the depiction could really be traumatic enough to warrant such a warning, considering the “mild” rising water that appears in the game, plus the film’s G rating (suitable for all) from Japanese film classification board Eirin.

The Exit 8 game does feature an anomaly where a red tide of blood follows the player (in a possible homage to The Shining). However, on X, movie viewers rushed to assure people that the film’s scene is very different and much more realistic. “I think people who are familiar with the The Exit 8 game are more likely to let their guard down,” said one user, adding that the movie’s scenes are “about 500 times more ‘real-life tsunami’ than the game’s.” Others urged those with experience of disasters like the devastating 2011 Tohoku earthquake and tsunami (which killed almost 20,000 people) to refrain from seeing the film. With the movie getting a “suitable for all” rating, some users wondered if Eirin had done its job properly.

Having seen the Exit 8 movie, I can confirm that the tsunami scene is more realistic and prolonged than the game’s. The torrent of water that floods the subway corridors is not blood-red but brown with mud, and quickly submerges a young boy. There are first-person shots from the viewpoint of the main character, conveying his panic as he struggles to get to the surface of the strong waters. There is also an intense scene in which the main character tries to save the boy by getting him on top of the ceiling’s exit sign, followed by a prolonged shot of the boy curled up fetus-like and surrounded by debris.

The Exit 8 movie has been heavily advertised in its home country, and had the highest-grossing opening weekend for a live action-movie in Japan so far this year (source: Anime News Network). The main actor Kazunari Ninomiya has a strong fan following dating back to when he was a member of the hit boyband Arashi. These factors mean that a larger audience, including those unfamiliar with The Exit 8’s source material, are likely to check out the movie, and has amplified the criticism surrounding the tsunami scene.

Exit 8 is currently showing at movie theaters in Japan. It has already been screened at some international film festivals including Cannes, with further, staggered releases planned in various countries. Neon acquired North American rights to Exit 8 in August, and plans a theatrical release in early 2026.

Be sure to stay up-to-date with all the latest from IGN by clicking here and setting IGN as a preferred source in Google.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

League of Legends Strategy Game Teamfight Tactics Is Getting a Temporary Single-Player PvE Mode Called Ao Shin’s Ascent Shortly After the Release of Patch 15.5

League of Legends strategy game Teamfight Tactics is getting a temporary single-player PvE mode called Ao Shin’s Ascent later in September, Riot Games has announced.

Teamfight Tactics is the 2019 spinoff of Riot’s enormously popular MOBA League of Legends based on Dota Auto Chess. Eight players build teams and fight to be the last person standing, with their units automatically battling after being placed strategically on the game board between rounds. Riot describes TFT as “the world’s largest PC strategy game.”

TFT is traditionally a PvP game, but Ao Shin’s Ascent, due out September 24, is its first-ever progression-focused PvE mode. Players take on escalating PvE battles and bosses, with roguelite progression that grants permanent power in the mode’s Journey Track.

Ao Shin

Here’s the official info, from developer Riot Games:

SUMMIT THE MOUNTAIN: Climb the mountain while strengthening your board, arming yourself with powerful Augments, and preparing for an ultra-powerful Boss.

CRAFT YOUR PATH AND CHALLENGE: Select your difficulty, your Guide, the Boss you’ll fight, and more to make every run feel and play differently!

KEY MECHANIC; GUIDES: The odds aren’t stacked in your favor at the start — recruiting a selection of unlockable Guides can help turn the tides by giving you access to novel strategies and power! Take Zoe for random loot, or grab a bundle-exclusive Guide like Battle Queen Gwen to access powerful Items from various TFT sets!

PROGRESS TO THE SUMMIT WIN OR LOSE: Make progress on your climb win or lose, via the Journey Track. The more runs you take on, the stronger you get!

UNLOCK GUIDES AND POWER WITH THE FREE JOURNEY TRACK: Unlock Guides, and power through the Journey Track. Clear the summit with at least 12 Guides to claim a free Ao Shin’s Ascent Portal reward.

PURCHASE BUNDLES: The Ao Shin’s Ascent Guide Pack (575 RP) comes with an emote and both Bundle-exclusive Guides: Truth Dragon Yasuo and Battle Queen Gwen. And the Ao Shin’s Ascent Mega Bundle (2780 RP) comes with that Emote, both Guides, Legendary Little Legend: Awakened Ao Shin, the Little Legend Sol Harbinger Ao Shin, and the second K.O. Coliseum Pass Plus!

Christina Jiang, Events Product Lead for Teamfight Tactics, said: “Ao Shin’s Ascent represents everything we love about TFT — experimentation, strategy, and a dash of chaos — while introducing a roguelite twist that challenges players to adapt and persevere. This progression-based mode is our most ambitious PvE experiment yet, building on the strong global player engagement we’ve seen with Set 15, K.O. Coliseum. It marks a major step toward giving TFT players more ways to play, more ways to test themselves, and more reasons to return for the next climb.”

And here’s a comment from Michael “Skip” Scipione, Senior Game Designer for Teamfight Tactics: “With Ao Shin’s Ascent, we wanted to push TFT forward with bold new mechanics that expand on its core gameplay. Bosses evolve with shifting modifiers, and the new progression system means each run builds toward the next, letting players experiment with different approaches against an ever-changing challenge. It’s a way to expand TFT’s core mechanics while giving players new stories to create with every climb.”

Teamfight Tactics: Ao Shin’s Ascent launches on September 24 at 10am Pacific Time, shortly after the release of patch 15.5. The mode will be available until the end of patch 15.6 on October 8.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Tetsuya Nomura Offers Promising Update on Final Fantasy 7 Remake Part 3 and Kingdom Hearts 4

Director Tetsuya Nomura has heard the cries for updates on Final Fantasy 7 Remake Part 3 and Kingdom Hearts 4, and he’s happy to report that development is “progressing really smoothly.”

It’s a largely inconsequential but still welcome update for two of Square Enix’s most anticipated games that arrived during the recent Final Fantasy 7: Ever Crisis second anniversary broadcast. As reported on and translated by Gematsu, Nomura took the opportunity to address waves of comments from fans hoping to see the team make an announcement.

“Apparently, [co-director Motomu] Toriyama mentioned in an interview that something might be released around the second anniversary [of Final Fantasy VII: Ever Crisis],” Nomura said when addressing comments specifically related to the Final Fantasy 7 Remake series. “So that’s probably where those expectations are coming from. Right, so things are progressing really smoothly. I can’t really say more — if I suddenly went, ‘Well, actually…,’ everyone would be really surprised! [Laughs.]”

Nomura goes as far as to say that the “release timing has already been decided” but stops short of clarifying when exactly Square Enix will share more. For now, he asks fans to be patient, adding that work on Final Fantasy 7 Remake Part 3 is “moving forward according to that schedule.”

RPG fans have been on the hunt for news about the next entry in the Final Fantasy 7 Remake series since its last installment, Final Fantasy 7 Rebirth, launched in early 2024. We know development started as early as June 2022, with Square Enix saying last year that its goal is to see it launch by 2027. Excitement for the third and final chapter in the trilogy grew even more when the team revealed that it had completed its story earlier this year.

Development for Kingdom Hearts 4, meanwhile, is progressing in a similarly positive direction, though Nomura says even less about when any further updates may arrive on this front.

“And this has also come up in the comments here and there,” Nomura added, “but Kingdom Hearts IV is likewise steadily moving forward according to schedule, so please look forward to it.”

Kingdom Hearts 4 was announced in 2022, and updates have been distressingly few and far between since. It wasn’t until May 2025, not even four months ago, that Square Enix was willing to share a substantial update, and even then, all fans had to hold onto was a handful of new screenshots and a short message from the team.

“We’ve seen how excited you are, and we are truly grateful from the bottom of our hearts,” Square Enix said at the time. “We are equally excited and can’t wait to share more about Kingdom Hearts IV when the time is right. Until then, we appreciate your patience.”

There’s no telling when exactly we can expect to hear any additional updates on Kingdom Hearts 4 or Final Fantasy 7 Remake Part 3. In the meantime, you can read up on everything we know about the former here. You can also learn about why the team behind the latter says it “will not cheat” when it comes to Final Fantasy 7’s iconic airship.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Fallout 76: Pete Hines Remembers ‘Probably the Dumbest Thing’ He Did at Bethesda

Former Bethesda Softworks marketing boss Pete Hines has opened up about the Fallout 76 bag controversy of 2018, saying it led to “probably the dumbest thing” he ever did at the company.

Hines, who served as senior vice president of global marketing and communications at Bethesda before announcing plans to retire in 2023, touched on the infamous Fallout 76 Power Armor Edition during an interview with DBLTAP. The first true multiplayer Fallout experience came with too many issues to count at launch, but it’s the goodies promised with its collector’s edition that live with the former Bethesda executive to this day.

The company unveiled the pricey Power Armor Edition with the promise it would include a T-51B Power Armor Helmet, an exclusive steel case, collectible figures, and, of course, a canvas West Tek Duffel Bag. Players who picked up their copies upon the launch of Fallout 76 in late 2018, however, were surprised when the package included a cheap, nylon bag instead.

It led to quite the uproar from the Fallout community, which wasn’t enthusiastic about the idea that Bethesda may have pulled a fast one on the group of dedicated fans who paid $200 for the special release with only a small amount of in-game currency to show for it. It was a flub the company was quick to correct, offering fans an opportunity to request a replacement canvas bag by filling out a form by May of the following year.

Hines doesn’t remember this element of the launch of Fallout 76 fondly, recalling how his involvement in the contents of the Power Armor Edition led to one of his biggest mistakes at Bethesda.

“My first reaction was, ‘When the f**k did we add a canvas bag to this collector’s edition?’ Because the version I approved did not have one,” he said. “They were trying to add more value to the Collectors Edition. We were always fighting with the finance people about margins, right? I would throw shit fits around. ‘We cannot charge $300 for this, it’s f***ing insulting.’ But in this case, their hearts were in the right place.”

It’s probably the dumbest thing I ever did at Bethesda.

Hines continued, explaining that the decision to include a nylon bag came as a result of a canvas shortage.

“There was literally a canvas shortage, and some folks decided we’re going to do this instead. My biggest failing there was not pushing immediately for making and sending one to everybody that wants one. Because I was still annoyed that the damn thing was in there in the first place, and nobody had told me and that this canvas shortage happened. It’s probably the dumbest thing I ever did at Bethesda.”

Fallout 76 had a notoriously rough start but is generally regarded to be in much better shape these days. Bethesda has delivered an ocean of updates and post-launch content in the years since, with the CAMP Revamp update arriving just a few days ago. We gave the multiplayer Fallout game a 7/10 in our updated review last year.

For more on Bethesda’s history, you can read up on how Hines feels about gaming subscription services like Game Pass. You can also see what the former Bethesda executive had to say regarding the naming of Arkane Austin’s 2017 immersive sim, Prey.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Pete Hines Comments on the Confusion Surrounding How Bethesda Named Prey 2017: ‘Don’t Even Get Me Started’

When Arkane Austin delivered its cult-classic immersive sim, Prey, for PC and consoles in 2017, not everyone at Bethesda Softworks was happy shipping the sci-fi immersive sim with that name.

After Prey 2 met an untimely demise in 2014, fans were elated to see the series return with a completely new look and feel with what was believed to be a reboot in 2016. The problem was Arkane’s Prey doesn’t actually have much to do with the series it pulled its name from.

Instead, what fans received when Prey launched in 2017 was something that was more of a System Shock spiritual successor, leading many to question why it was ever named Prey in the first place. Even director Raphael Colantonio has commented on its title in the past, saying that he wanted to use a different name but was eventually forced to stick with it.

Former Bethesda marketing boss Pete Hines, who announced his retirement from the company in 2023, spoke about the name of Arkane’s now-beloved 2017 game during a recent interview with DBLTAP, saying that he was one individual at Bethesda who feared the baggage that the Prey name carried.

“Don’t even get me started on that,” Hines said when asked about Prey’s name. “I definitely pissed some people off internally over that because I fought so hard against using that name. I’m the head of the spear, but I had a lot of people across my team – brand, PR and community – and we feel like we’re burdening it with a name where we spend more time explaining why it’s called Prey than we do talking about the game.”

That is wasted excitement. We could be turning that into something positive.

Hines adds that he regrets losing the battle to give the 2017 Prey a fresh start. He adds, “But nobody on this planet could have put more of a good faith effort into changing minds on that.”

“My whole point was, look how much time we spend talking about what the game is versus why it’s called this and like, that is wasted energy,” Hines continued. “That is wasted excitement. We could be turning that into something positive.”

Prey is now seen as one of the better immersive sims for more reasons than one, but it took some time for it to achieve cult-classic status. In addition to the confusion surrounding its title, game-breaking issues for PC players at launch helped tarnish its reputation out of the gate.

Bethesda eventually issued numerous fixes for those on that platform, but the damage had already been done. Tech issues almost certainly hurt Prey’s commercial performance, with Colantonio believing that its strange name also contributed to lost sales.

We gave the 2017 Prey game an 8/10 in our review. At the time, we said, “Prey’s space station is fantastically explorable and its shape-shifting enemies maintain tension when combat doesn’t.”

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Former Bethesda Exec Says Gaming Subscription Services ‘Worth Jack S***’ Without Proper Support for Game Developers

Bethesda Softworks’ former senior vice president of global marketing and communications, Pete Hines, says gaming subscription services like Xbox Game Pass are “worth jack s***” if the game developers who create content for them are not properly supported.

The ex-Bethesda figurehead, who announced his retirement in 2023 after 24 years with the company, opened up about the state of the gaming industry during a new interview with DBLTAP. In addition to touching on the early days of the company behind Fallout and The Elder Scrolls, Hines spoke about what he feels the future of services like Game Pass looks like.

He admits his retirement from the Microsoft-owned Bethesda means his view on the matter may not be up to date. However, Hines says he witnessed what he “considered to be some short sighted decision making several years ago” that now appears to be “bearing out the way I said.”

“Subscriptions have become the new four letter word, right? You can’t buy a product anymore,” Hines said. “When you talk about a subscription that relies on content, if you don’t figure out how to balance the needs of the service and the people running the service with the people who are providing the content – without which your subscription is worth jack s*** – then you have a real problem.”

That tension is hurting a lot of people, including the content creators themselves, because they’re fitting into an ecosystem that is not properly valuing and rewarding what they’re making.

Gamers have discussed the viability of platforms like Game Pass since its launch in 2017. While a service flooded with hundreds of games for subscribers to play sounds like a dream come true for players, how the developers behind these games receive support has been hazy.

As Game Pass pushed forward into the early 2020s and PlayStation eventually established its own PlayStation Plus-centered competitor, more question marks popped up. Former PlayStation boss Shawn Layden is one of many who recently critiqued the gaming subscription service model, calling the “’Netflix of gaming’ idea” a “danger” that has him questioning, “…is it healthy for the developer?”

Microsoft touted that Game Pass achieved $5 billion in revenue over the last year this past July after laying off hundreds of workers across its gaming branch earlier that same month. Today, Hines adds that the pressure of an ongoing gaming subscription service is affecting the very developers it needs to exist in the first place. It’s a reliance on this model that he feels is “hurting a lot of people.”

“You need to properly acknowledge, compensate and recognize what it takes to create that content and not just make a game, but make a product,” he elaborated. “That tension is hurting a lot of people, including the content creators themselves, because they’re fitting into an ecosystem that is not properly valuing and rewarding what they’re making.”

Two Bethesda studios – Redfall developer Arkane Austin and Hi-Fi Rush developer Tango Gameworks – were shut down in May 2024, though the latter was eventually saved after PUBG publisher Krafton acquired it from Xbox. In the wake of mass layoffs and studio closures, original Arkane founder Raphael Colantonio called Game Pass the “elephant in the room” and an “unsustainable model.” He added, “I don’t think GP can co-exist with other models, they’ll either kill everyone else, or give up.”

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

Indie Developers Are Worried Silksong’s $20 Price Tag Will Make It Harder to Price Their Games

With Hollow Knight: Silksong out now, many players are celebrating its unexpectedly low $20 price tag. But some independent developers are pointing out that great as this may be, it could lead to unreasonable expectations for other indie games that can’t afford to sell for that low.

This comes from a number of threads on social media from developers of games such as Unbeatable, Dorfromantik, and others. In one Bluesky thread, Unbeatable director RJ Lake says that Silksong should cost $40, “and I’m not even joking.”

But Lake isn’t upset at Team Cherry for charging $20 – that’s their perogative. But it will have an impact on gaming audiences. As Lake explains:

“millions of people will probably buy silksong on day one, and it was a game that had a very ‘low’ budget, because the budget is ‘these devs worked on it without direct pay for however long they wanted to do that,'” Lake writes. “it had a ‘these devs are independently wealthy’ budget of ‘effectively zero dollars.’

“they can price however low they want, as a result. their return on investment is infinite no matter what they do. but by charging such a low amount, they are causing lizard brain signals to fire off saying ‘this kind of game is worth twenty dollars. you should expect this game for twenty dollars.’

“if enough of those lizard brain signals fire, some kinds of games with actual budgets to pay people who need to live are going to get priced out of existence unless they can get the kind of organic groundswell you can’t plan for”

A lot of other indie devs think Lake might have a point here, including folks from Deck 13 and Red Squirrel Games. Over on Twitter/X, Basti Games, the developer of Lone Fungus: Melody of Spores, asked the audience how much Lone Fungus should cost given Silksong’s $20 price. Basti had originally been planning on making Lone Fungus $20, too. But because it’s shorter in length than Silksong, should it be cheaper?

Fortunately for Basti, the replies overwhelmingly encourage them to price it at $20 if that’s what’s required. “Dude charge 20$,” wrote one fan. “Price is not about the game is about context. They are able to price 20$ for a bigger game because they steem to receive a million times the cost. You are a small company, dude charge 20$ you deserve thst”

Another wrote, “10-20 is totally fair imo. Team cherry could have made silksong 40 and still sold hotcakes, the fact they didn’t just means they are cool as fuck. Don’t hold yourself to standards of giants, or else you’ll have to climb a staircase.”

Still, other developers are worried too. In an Eurogamer article on the subject, Dorfromantik developer Toukana’s co-founder, Zwi Zausch, said that the studio’s next game, Star Birds, would have its pricing impacted by Silksong.

“We’re trying not to compete too directly with Silksong, both in terms of release date and pricing. Of course, these are two very different games with potentially different player bases, but there’s definitely some overlap. That makes things tricky, especially since Star Birds is a joint project between two studios, together employing more people than Team Cherry.”

Indie game prices has historically been a challenging subject, as teams balance needing to ensure all their members are adequately paid, uncertainty around sales numbers, and the volatility of audiences in deciding not to buy smaller games at prices they perceive as too high. As AAA game prices climb fro $60 to $70 to $80, there has been renewed discussion on where indies should fall – many can’t afford to go lower than $20, but many will also lose sales if they don’t.

“People have less money now and are buying fewer games,” says Mike Rose, founder of No More Robots, “so you have to set yourself up to hopefully be that one game they buy when they do have money. And if you are a higher price, it’s now actually a bit offputting.”