Get To Know Our Team: Tyler – Technical Program Manager (Commerce & Subscriptions)

Get To Know Our Team
Tyler
Technical Program Manager (Commerce & Subscriptions)

Hi, everyone! Wynn here again. Welcome back to another Xbox Insider Team interview. Today we’re sitting down with Tyler—a Technical Program Manager who focuses on the commerce and subscriptions side of the business. How’re we doing today, Tyler?

Feeling great, Wynn. Excited to chat with our Xbox Insider Community.

Fantastic. Let’s start by giving everyone a little background on yourself.

Diving right in, eh? Okay. So, I’m a little bit the “typical” Seattle tech guy. Completely native to the area, raised right here with Microsoft always in the backyard so I’ve always been impressed/inspired by the company.

So, Microsoft—even before your employment—has been a pretty big constant.

Yeah, it comes with the territory a little. My whole life has always been in Seattle. My wife and I are raising our daughter here, my entire family is here, and so it’s always seemed like a natural fit for my circumstances.

When did you end up starting?

It would’ve been back in early 2007. I got brought on in the Customer Support org for Windows and Office. I spent a few years there before moving to work in CS for Xbox.

Ah, another longtime Xbox worker on the team.

Kind of? Haha. I actually had a few different stops along the way. I went back to Windows for a bit, then dabbled with Inside Sales, before going back to Xbox Support in 2019 and then, finally, Xbox Insider Team in 2021.

Oh, wow! I’m actually previous Inside Sales as well. Spent three years in the Fargonian tundra selling Azure.

Sales is brutal sometimes man. I knew it wasn’t really for me after my time there.

Agreed on that.

So, you’re a bit of a newer member of Xbox Insider Team, and I know a lot of your work is sort of behind-the-scenes / under-the-hood. Is there anything you’ve worked on that you’re super proud of?

Absolutely! I think the subscription aspect might be interesting to people. Helping launch Game Pass Ultimate was really cool. I’m also proud of our market expansion work, like bringing PC Game Pass to Southeast Asia. It’s incredibly rewarding to see both Game Pass and Insiders grow as a result.

Yeah, that’s excellent. I don’t think anyone’s complaining about more Game Pass.

Is there anything you’re currently working on you can share with us for the 10th Anniversary?

Unfortunately, most of my day to day falls firmly under the “not for public consumption” label. But I am working on some regular Game Pass Ultimate stuff and with things like EA Play and Ubisoft+, which is pretty awesome. You can bet I’m always working to make our experiences better based on what we’re hearing!

I’m sure everyone will love to hear that!

But let’s move out of the realm of work and to some more of your personal interests. What’re some of your fondest gaming memories?

Oh man. There’s so many. I mean, my first console was an NES, and I can still vividly remember opening that with the Super Mario Bros. Duck Hunt combo pack.

Bring back the Zapper! I want to blow a new generation of minds with the paper trick.

It was such a unique concept back then. It’s still wild how that was so popular. After NES, I picked up an SNES and played entirely too much Super Mario Kart. In a weird way, Duck Hunt and Super Mario Kart kind of informed my future tastes because my two favorite genres are shooters and racers. Though I’m definitely more of a sim-racer now.

I just can’t manage sim-racers. I remember playing Gran Turismo 3 A-spec on PS2 and I think I made it like 3 races deep. I gotta have that arcade-y feel. Like, Blur is my favorite racing game ever.

Haha. Totally understand. Man, you just took me back with A-Spec. I played so much of that game on my PS2.

Another game that holds a special place for me is Ocarina of Time. I played through that with my dad and being able to experience that game—from the jump in 3D to just how meticulously it was designed—with him is something I’ll always cherish.

We’ve had a few different “gaming stories with parents” on here and I absolutely love them every time.

Okay, let’s talk music. You grew up in Seattle, so I assume you’ve seen some of the greats?

Oh man. Hah. I’m almost a little embarrassed to admit it, but I was really into rap/hip-hop through most of my formative years. Dr. Dre, Eminem, Bone Thugs-N-Harmony, OutKast, stuff like that. I didn’t really get into the alternative scene until after I had graduated college, so I missed all those shows.

Wow. My entire upbringing was around alt music. My dad was heavy into college radio, so he had plenty of deep cuts that weren’t super big. Throwing Muses, Jellyfish, Tripp Shakespeare. Like, everyone knows “Good” by Better Than Ezra, but I had listened to an entire album before that.

Yeah, I missed that whole initial wave. But, now that I’m more into the alternative and indie side of things, I’ve found a ton of great local music around Seattle. Like, my wife and I just recently went to see The Head and the Heart for the millionth time, and they were fantastic.

There we go. That’s your “we liked them before they were cool” band.

Exactly! I still have some Seattle cred.

I’m that way with a few of the mid-to-late 2000s “scene” bands. Like, I have the first piece of merch that Sleeping With Sirens ever sold, signed by the entire band, and then they’re selling out venues and amphitheaters around the world.

All right. I could talk music literally forever. Let’s move on to the golden/silver screens. Is there a show you always have on in the background?

Oh, like Crews? [Note For Reader: Crews is another member of the Xbox Insider Team.]

Haha. That’s exactly who I was thinking about when I drafted this question.

Man, I’ve fully succumbed to the streaming backlog here. I hardly ever re-watch stuff because there’s so much coming out or catching up on. Recently I’ve been enjoying Reacher though.

Big dude solves problems by being the biggest dude, you gotta love it.

Exactly. It’s really well done and close enough to the books. It’s just fun.

Do you have any hobbies outside of the comfort of the home?

Definitely. Skiing is maybe my favorite thing in the world. It’s an almost spiritual experience for me to be out there. Really just being in the mountains is deeply personal to me. Hiking, skiing, camping. Anything out in nature to give me that mental reset.

I like the idea of nature more than I like being outside in it. But I will say, some of my favorite experiences with that sort of thing have always been picturesque views in the mountains.

Oh, you have to see some of the views up here. Just breathtaking.

Well, we’re about out of time here. Any last thoughts for the Community?

Honestly, I know it’s a little cliché, but I just want to thank everyone for what they contribute to the program and for being so invested in making what we all do better. Across all of Xbox, we greatly appreciate it.

Definitely. We’re always happy to hear our Xbox Insiders give their feedback.

Well, it was great chatting with you Tyler.

Likewise! Glad I could make it.

Xbox Insiders, be sure to be on the lookout for more content all throughout February including more interviews from the team, a trip down memory lane, and so much more. All of our 10th Anniversary content can be found on our Hub Page.

Until next time! Wynn/

The post Get To Know Our Team: Tyler – Technical Program Manager (Commerce & Subscriptions) appeared first on Xbox Wire.

Helldivers 2 Review

The first time my squad fought a Bile Titan was a disaster. We dropped into a hot zone full of Termanids, Helldivers 2’s alien bugs, and lost all of our extra lives before we even found the thing. We were running for the hills when we ran right into it instead: an absolutely massive, hulking bug that dripped (and spit) acid, easily towering over anything we’d seen so far. It took everything we had – bullets, airstrikes, orbital cannons, grenades, and more than a little luck – but we somehow managed to fell the beast and get the entire squad back onto our evac ship just as our position was about to be overrun. “I can’t believe we survived that,” one of my friends said. “Me neither,” I said. “Wanna go again?” Reader, we played for several more hours.

That’s the Helldivers 2 experience in a nutshell. It’s hilarious, smartly designed, and intense whether you’re playing solo, with a squad of other random Helldivers, or serving up a nice hot cup of Liber-tea across the galaxy with your buddies – though like most games of its type, Helldivers 2 is much, much better with friends. With varied missions, a huge catalog of weapons, emotes, armor, and abilities to unlock, and long-term campaigns against the bugs and Automatons (think Terminators) to fight in the name of Managed Democracy, Helldivers 2 has enough laughs, close shaves, and pure, unabashed fun to keep you busy for a long, long time. I’ve put more than 40 hours in since release, and I’m still enjoying traveling to exciting new places, meeting exotic life forms, and killing them for the glory of Super Earth.

Helldivers 2 doesn’t waste time getting you into the action. After a gut-busting opening piece of mandatory propaganda (refusal to pay attention is treason) which explains that Super Earth is under attack from the robotic Automatons and the “legally-distinct-but-still-totally-the-bugs-from-Starship-Troopers” Terminids (which are also definitely not Warhammer 40K’s Tyranids!), you’re dropped into Helldiver basic training. Your instructor tells you that he isn’t easily impressed… before letting you know how impressed he is by the fact that you’re not backing down.

After mercilessly gassing you up during one of the funniest tutorials I’ve ever played and telling you how invincible you are – while conveniently avoiding the fact that the average Helldiver has a lifespan of about, oh, I don’t know, 30 seconds – you earn your cape and are given command of your own Super Destroyer space ship (I named mine the Elected Representative of Family Values) and sent to the front lines with your buddies. Once you’re out in the Galactic War, you’re free to head to either the Automaton or Terminid front to bring Liberty and Managed Democracy to their occupied planets. Each world has multiple missions with multiple objectives, which range from destroying Termanid eggs to activating your local, nuclear-armed ICBM. Just a regular, glorious day at the office for your average Helldiver.

No two missions ever play out the same way.

What’s nice is that every mission feels different, even if you’ve completed these same objectives before. That’s largely because maps are distinct and unique, even on the same planet, because of the way the terrain changes – one map might have a lot of water and hills, while another might be heavily forested or covered in snow. On top of that, each mission usually has a couple of optional objectives to complete, like blowing up outposts, loading a piece of artillery that you can use later, or terminating a treasonous broadcast. Combine that with bugs bursting up from underground to attack you without notice and robot dropships delivering reinforcements to the front lines at what always seems to be the worst possible time, and no two missions ever play out the same way.

You don’t start with a big selection of gear for your Helldiver (a couple of primary weapon options, a sidearm, and a grenade) but shooting is satisfyingly weighty, especially with the DualSense controller’s haptics. Plus, Helldivers 2 forces you to coordinate to succeed as a group – or play smart if you’re alone. You’re racing against the clock; if your mission timer hits zero, you won’t be able to call in more Stratagems – special abilities like orbital strikes, airstrikes from bombers, or additional weapons like the extremely powerful railgun and equipment like a mortar turret – and your squad has a limited number of Reinforcements (AKA extra lives), so you have to pick your priorities, manage your resources, and choose where to spend your time. It’s always challenging.

What makes Helldivers 2 cool, though, are the little touches that make sure you’re always thinking about how to manage those resources while hordes of bugs and robots throw themselves at your squad. Reloading, for instance, discards any remaining rounds you have in a clip; bullets don’t just teleport back into your inventory. Being accurate while aiming means you’ll need to go prone, crouch, or stand still. If your leg takes damage, you won’t be able to sprint, and if your arm is injured, you’ll be less accurate when firing your weapon. If you want to call down reinforcements, special weapons, or a resupply, you’ve got to rapid-fire a series of directional inputs on the d-pad, which can be a little challenging when you’re running from a horde of bugs hellbent on tearing your Helldiver limb from limb.

These abilities all have cooldown timers, forcing you to be careful about picking when to deploy them and how you coordinate with your teammates. If you die, you’ll want to go retrieve any equipment you’ve dropped because the ability to call that thing in might still be waiting for you on cooldown. It’s a risk, yeah, but there’s a big difference between having your Guard Dog “Rover” – a laser drone that orbits your Helldiver and takes out any enemies that get close – and not.

Helldivers 2 is generous with its rewards between missions.

Helldivers 2 is also generous with the rewards that you can buy on your Super Destroyer between missions. Don’t have a cool weapon? You’ll probably find something fun to use temporarily during a mission, and then be able to afford a better gun of your own after a few rounds. One of my favorites is the Anti-Material Rifle, an anti-armor behemoth that lets you take on huge, bile-spewing bugs without ever getting close to them – and that’s handy because they can kill you in a single volley of acid if you do. And then there’s the Railgun, every Helldivers’ best friend. You simply point it at a problem, and the problem becomes a puddle at your feet.

In addition to weapons that are scattered throughout the level, there are sometimes special events that give a specific Stratagem to every Helldiver for a limited time, whether you have it unlocked or not. You don’t get to keep any weapons you find on the map once the mission ends, but finding them in missions or using them during those special events allows you to try them out before you permanently unlock them with the in-game currency you get from completing objectives, which is a nice touch.

Speaking of unlocking stuff, Helldivers 2 has a ton of goodies for you to earn. Yes, there’s a paid battle pass with lots of weapons and armor, but there’s also a free one with even more stuff than the paid one, and you can also unlock gear the old-fashioned way by simply completing missions. So while there are microtransactions, sure, thus far I’ve never felt like I was missing out on anything important by not going near them.

The free battle pass alone gives you almost enough Super Credits (Helldivers 2’s paid currency) to upgrade to the paid version, and you can find more during missions if you explore enough (though, unfortunately, unlike the other resources you can find in chests, Super Credits only seem to go to the one person who picks them up). The rest of the free battle pass is nothing to sneeze at, either. In addition to just having more stuff than the paid pass, it also sports what might be Helldivers 2’s best weapon: the Breaker, a fully automatic shotgun that shreds Termanids and Automatons alike. That’s not to say the premium battle pass doesn’t have cool exclusives – I love the Explosive Liberator, a high-powered version of the basic Liberator assault rifle – but you don’t need them to succeed. I’m deep into Helldivers 2’s progressions system at this point, and I still look forward to unlocking new stuff, which is pretty rare in the microtransaction-riddled modern world.

A lot of the unlocks can make a huge difference in how you play.

It should also be noted that the battle passes only offer weapons, armor, emotes, capes, cosmetic emblems, and Boosters (permanent upgrades that affect your entire squad when equipped). All of the in-game Stratagems can only be purchased with the in-game currency you earn by completing mission objectives. After you meet the minimum level required to purchase them, buying a Stratagem once will make it yours forever. The same goes for any ship upgrades you acquire for collecting samples scattered throughout missions.

Better still, a lot of these unlocks can make a huge difference in how you play. One of the first things I earned was the ability to call in a stationary turret that automatically blasts away. I found out the hard way that friendly fire is a thing and it can kill you if you stand in front of it, which makes for some really funny moments, but it’s a legitimate game-changer when you have to hold off a swarm of bugs or defend your extraction zone. I’ve since upgraded to the Mortar Sentry, which I never leave the Elected Representative of Family Values without.

Helldivers 2’s progression system remains impressive even at higher levels. You can unlock every Stratagem currently available at level 20, which took me somewhere around 30 hours to hit. Progression definitely slowed down as I got closer to that point, but levels still feel like they’re coming when I want them to, especially when I play at higher difficulties. Now I possess the almighty Railgun, and all enemies of Super Earth tremble before me.

If there’s a downside to this, it’s that there’s so much stuff to unlock that it’s tough to decide which things to get first. Should you save up for an airstrike, the Anti-Material Rifle, or a portable supply pack? Some, like the Eagle Airstrike or Mortar Sentry, are noticeably better than others – but again, none of those options are battle pass items so it’s not like it’s trying to trick you into spending money for something you don’t know if you’ll want. You get these just by playing. That might sound like faint praise, but in an era where so many games are trying to nickel and dime us for absolutely everything, the fact that Helldivers 2 doesn’t force you to deal with its battle pass to make your experience better feels awesome.

There’s a ton of enemy variety, from acid bugs to chainsaw robots.

And you’ll need every Stratagem and ounce of teamwork you can muster to defeat the foes of Super Earth, as there’s a ton of enemy variety in Helldivers 2. Sure, there’s your standard-issue small bugs, but there are also bigger guys that spit acid at you, armored bugs that will charge you, bugs that can go invisible or leap great distances, the aforementioned Bile Titan – and that’s just the bugs. I haven’t even gotten to the robots with chainsaws for hands, or the heavily armored, flamethrower-sporting Hulks, or their honest-to-god battle tanks that will chase you as you run around their “totally-not-Space-Vietnam” themed planets. All that’s missing is Ride of the Valkyries and Fortunate Son.

Every encounter kept me on my toes, partly because every mission comes with a modifier that increases the prevalence of certain enemy types. Helldivers 2 forces you to plan a strategy, adapt to what happens in the moment, coordinate with your teammates, and think on the fly once things inevitably go wrong. And it’s as satisfying to pull off an improbable, come-from-behind victory as it is to “accidentally” blow up your friend with an airstrike.

If Helldivers 2 has any caveat, it’s that it kind of has to be played with friends to get the best possible experience. Yes, you can play alone, but none of the difficulty levels scale to your total player count, so you’ll only really have a chance in maybe the bottom third or so of the nine difficulty modes by yourself, which will slow your progression. And, as always, the quality of playing with random people in any online game is kind of a toss-up. When played with friends, though, Helldivers 2 sings.

That said, it has also had some performance issues around its launch, with iffy matchmaking at best, post-match rewards that don’t always go through, Helldivers randomly disconnecting from games, and friends being hard to join up with. In a couple games, my framerate resembled a PowerPoint presentation. My Helldiver even stopped running once; he just started levitating across the map. Funny? Absolutely, but not a good way to fight the foes of Super Earth. Thankfully these problems have gotten rarer as developer Arrowhead has upped server capacity and released patches, so I haven’t encountered as many issues recently, but they haven’t been 100% sorted out yet either.

The special thing about Helldivers 2, though, is just how much fun it is regardless. The greatest compliment I can give a game is when I want to keep playing it after I finish a review, and I know that I’m going to be playing Helldivers 2 for a long time. I love the way it delivers little pieces of lore through dialogue and funny propaganda videos broadcast on your Super Destroyer: did you know that the bugs were being farmed as fuel before they managed to escape, which is why they’re attacking Super Earth? Or that the Automatons were previously enslaved? I mean, for the love of God, members of the Super Earth military literally wear capes! Leaving a bad review of military hardware is treason! We might be the baddies!

So, yeah, you’re fascists, but it’s all so intentionally over the top that it’s impossible not to smile. Helldivers 2 has my regular squad and I shouting things like “Looks like those robots could use some freedom” and “How about a nice cup of Liber-tea?!” while we’re playing. I can’t stop laughing whenever my Helldiver’s limb is damaged and they scream “Sweet Liberty! My ARM!”, or an airstrike turns them into nothing but a bloody torso wearing a cape, or when they start laughing maniacally when I empty an entire machinegun clip in one go. I love that death means you get a new Helldiver with a new voice, and you lose any waypoints you’ve set on the map. There are so many little touches in Helldivers 2 that make it special, and you’ll notice and appreciate them constantly.

Rumour: Switch Successor Might Not Be Launching Until 2025

Here we go again…

The next Nintendo console — the Switch 2, Super Switch, whatever you want to call it — may not be releasing until 2025, new rumours are suggesting.

Brazilian journalist Pedro Henrique Lutti Lippe (via VGC) made this claim in the O X do Controle podcast after consulting five different sources, who have all reportedly stated that the follow-up to the hybrid console will be launching in 2025.

Read the full article on nintendolife.com

Inside the Dazzling Design of 3D Platformer Penny’s Big Breakaway

Hello everybody! Hunter Bridges here. I am one of the co-founders of Evening Star, as well as both Game Director and Technical Director for Penny’s Big Breakaway.

Penny’s Big Breakaway is our team’s first 3D game, coming soon to Xbox Series X|S, and we built it using our in-house 3D engine, Star Engine. Building a 3D game engine from the ground up is hard work, but that’s okay with us. Evening Star’s philosophy is that, by blazing our own trails with technology, our creativity will be sparked in unique ways.

Today, I want to touch on our design motivations, how that informs the camera system as well as the control scheme, and the performance we were able to unlock with the Xbox Series X|S.

Thro’ Yo’ Yo-Yo!

When we first started Evening Star, we were eager to create a fully 3D game. We wanted to come up with a game concept featuring our own characters and world, all powered by our proprietary Star Engine!

While investing time in our engine, we started generating concepts for 3D games. One person’s idea from one day would inspire someone else’s idea the next day. Our team kicked around a seed of an idea about using a yo-yo, which quickly took root.

With this concept, our game designer Esteban Fajardo drew up a series of sketches representing different “verbs” our character could perform.

We felt like we were onto something. Even in this basic form, the character and yo-yo were kinetic and exciting! Some of these actions even made it into the final game… “throw”, “sleep”, “ride” and “swing” were all present from this early stage.

The team also wanted to create a colorful cast of characters, and we wanted them to live in a fantastical environment. Combined with the Yo-Yo mechanics, this led to fluid action in a unique world.

Putting the Right “Spin” on it

Once we decided on our core concept, we attacked it from every angle. We asked ourselves: What do we like about our favorite 3D platformers? What are elements we struggle with? What are some fresh things we could bring to it?

Our team surfaced a common point of contention: the camera. In most 3D platformers, the player is often tasked with managing the camera. We’re adding new mechanics designed around yo-yo moves. We wanted the player to focus on controlling that, instead of constantly attending to the camera’s position and direction.

We decided to go with a “fixed” camera that the player doesn’t control. The player never has to think about the camera, but it will always show them what they need to see and where they need to go. This decision profoundly influenced our gameplay and level design.

Bump if You Jump

Alongside the camera, we were exploring control schemes for movement and yo-yo actions. At this time, the character designs were taking shape too. We created Penny, and turned her regular yo-yo into her faithful companion… aptly named Yo-Yo!

A key design pillar was ‘expression’. We wanted to give the player maximum opportunity to move Penny and control Yo-Yo’s abilities, and reward their skill. The ideal is anyone can create their own “style” out of Penny’s strong core moveset.

Quick access to Penny’s Yo-Yo moves, in every direction, was essential to expressive movement. Assigning the right thumb stick was the clear answer.

Since the right stick became so crucial, we also wanted the player to play without ever needing to lift their thumb from it. This lent itself to a “bumper jumper” control scheme, where the jump action is mapped to the L or R bumpers.

We tried a control scheme with just analog sticks and bumpers. Immediately, we noticed the empty set of face buttons felt unnatural. We also felt that players might not adopt an unconventional control scheme. We met in the middle and assigned the face buttons more traditionally– A button to jump, X button to throw, and B button to ride.

The result is a control scheme that feels both familiar to newcomers but provides a level of movement control and flexibility that we believe is unique!

Penny Takes the Stage on Xbox

When talking about cameras and controls, responsiveness is the name of the game. It’s crucial that the player’s moves feel snappy and satisfying.

Xbox Series X|S can blast 120 frames per second! But that means our game has to run fast enough to keep up.

Thanks to the power of this Xbox Series X|S, Penny’s Big Breakaway can run at full resolution 120 Hz! On Series X, we support 4K (3840×2160), and on Series S we support 1440p (2560×1440). Plus, by using the new GameInput API, receiving input from the gamepad happens in tight sync with the high frame rate, minimizing player input lag.

Take a bow, Penny!

When you take a new 3D platformer, give it an expressive control scheme, and run it at a buttery smooth 120 Hz, the result is a visceral action game experience like no other!

But don’t just take it from me– you’ll have to try Penny’s Big Breakaway for yourself. Penny and Yo-Yo make their debut on Xbox early this year!

The post Inside the Dazzling Design of 3D Platformer Penny’s Big Breakaway appeared first on Xbox Wire.

Official PlayStation Podcast Episode 479: Abubakar Salim Talks Tales of Kenzera: Zau


Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Howdy! This week Abubakar Salim of Surgent Studios stops by to discuss the upcoming platformer Tales of Kenzera: Zau. Plus the team talks Helldivers 2 and Tekken 8.

Stuff We Talked About

  • Pacific Drive – PS5, PS4
  • Foamstars Foam Technology Deep-Dive Blog
  • Ultros Developer Interview Blog
  • MLB 24 Negro Leagues Season 2
  • PlayStation Plus Game Catalog for February – Need for Speed Unbound, The Outer Worlds, Tales of Arise, Assassin’s Creed Valhalla and more
  • Pacific Drive Dev Interview Blog
  • Tales of Kenzera: ZAU Dev Profile Blog
  • Interview w/ Abubakar Salim (begins at 08:55)
  • Helldivers 2 – PS5
  • Tekken 8 – PS5

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Brett Elston – Manager, Content Communications, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Bandai Namco Reveals it Canceled at Least Five In-Development Games

Bandai Namco has recently revealed that it has canceled five games that were currently in development, along with changing its development structure.

In a recent earnings report, Bandai Namco stated that it has revamped its criteria for evaluating the quality of its games internally and that has lead to the cancelation of five games that were in development, per IGN’s own translation. Bandai explained that is now has stricter rules on which games get to proceed in development, as games have become more expensive and costly to make.

Bandai Namco also said that it is still working on Elden Ring DLC and is planning more games for the Dragon Ball series. On a post-earnings call, Bandai Namco explained that the company’s disappointing financial results to underperforming games. One of them is most likely Blue Protocol, an MMORPG that Bandai partnered with Amazon Games as its publishers. It was released in Japan last year, but still hasn’t made its debut in other territories.

On a brighter note, Bandai Namco revealed that Tekken 8 sold over 2 million copies, and expects the game to contine selling until the next fiscal year.

Bandai Namco currently has other projects in store for 2024, including Little Nightmares 3 and Sand Land. The Dark Pictures Anthology: Directive 8020 and Dragon Ball: Sparkling! Zero don’t have release dates just yet.

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Elden Ring publishers Bandai Namco cancel at least five games, target future “emphasis on quality”

Coming off of 2022’s biggest game in Elden Ring has been a tricky time for Bandai Namco, it seems. The publishers have announced that they have cancelled “at least” five games in the works to help overcome a significant drop in income over the last year, adopting a new approach to development that will focus on quality.

Read more

Helldivers 2 Will Temporarily Grant Extra XP and Requisition This Weekend to Alleviate Rewards Issue

Helldivers II developer Arrowhead Studios has announced that players can earn 50% extra XP and Requisition until the end of the day on Sunday in Central European Time thanks to a bug that prevented some players from earning rewards after a mission.

This morning, the official Helldivers II Twitter account posted a statement by Deputy Game Director, Sagar Beroshi in the hopes of addressing reports of the progress-preventing bug. The statement confirms that Arrowhead is working on a fix for the issue and that all players will receive the XP boost, not just those affected by the error.

Players looking to ensure that they’re benefitting from the surge in rewards should look for a Game Master Effect called “Accounting Corrections” while in the Super Destroyer. Beroshi then thanked the Helldivers II community for its support and patience.

Problems with players earning rewards after a mission are only some of the issues the comically-tinged shooter has faced since its launch earlier this month, though Arrowhead studios has promptly squashed many of these issues. Most recently, matchmaking is currently unusable according to Arrowhead Studios’ community manager, Katherine “Baskinator” Baskin, but players can still party up with their friends.

If you’re looking to take advantage of the boost in experience points this weekend, check out our guide for the best stratagems in Helldivers II! Or if you want to learn more about the game, here’s our Helldivers II review in progress.

Charlie Wacholz is a freelance writer at IGN.

Alan Wake 2 is Remedy’s fastest-selling game yet, shifting over 1.3m copies, but hasn’t made a penny of profit

Alan Wake 2, last year’s best horror game, best game overall or best-game-featuring-an-unexpected-but-extremely-welcome-musical-dance-number depending on who you ask, has shifted over a million copies. Musical dance numbers don’t come cheap, though, so it’s still yet to turn a profit – despite outpacing the momentum of any of Remedy’s previous games, including Control.

Read more