Überblick

Sony has topped a generational run of self-owns: abandoning Hideo Koj…

Sony has topped a generational run of self-owns: abandoning Hideo Kojima's next Metal Gear right as Marvel's Wolverine falls flat

"What are they doing" is the wrong way to interrogate Sony and PlayStation's decisions in 2026, I think. And they do need to be interrogated – questioned, scrutinized, and, possibly, aggressively shaken by the shoulders in a dimly lit room with bare concrete walls and a lone steel chair. "Why are they doing this" is maybe a more useful question, but it leads us to the same boring answer as ever: money and control (of money). The question on my mind right now is a bit longer: how did Sony manage to abandon a hotly anticipated Hideo Kojima game within 24 hours of the first-party letdown that is Marvel's Wolverine, all in a console generation marred by devastatingly few system-selling games and prices that are headed in the wrong direction?

Don't let anyone tell you the universe doesn't have a sense of humor. Sony has, not uniquely, been trimming its toenails with a shotgun for a while now, but this is some Houdini shit. At a time when PlayStation is desperate for games and the list of PS5 exclusives fits on a napkin, Sony has backed out of publishing Physint, billed as Kojima's return to stealth-action after some tumultuous, naval-gazing years post-Metal Gear Solid. In the process, Sony has hand-delivered Physint to Xbox, the project's new backer. If Microsoft is the better option for a third-party studio, you have messed up colossally.

This news arrived the night of September 9. The morning of September 10, our Marvel's Wolverine review arrived alongside everyone else's to utter a collective, "Eh." Marvel's Wolverine is not awful, my coworkers tell me (and Metacritic agrees), but it is the worst-reviewed Insomniac game in a decade, and it is not the smash-hit that the PS5 needed. It's also a useful lens for evaluating PlayStation's position. Sure, it's a rare less-than-stellar game from Insomniac, but its middling nature is such a blow mostly because of the circumstances around it, and these echo many of Sony's mistakes this generation.

Dead services

A close-up of the poster for the upcoming game, Physint.

One of our only looks at Physint (Image credit: Kojima Productions)

Once a first-party powerhouse, PlayStation has spent the PS5 years repeating Microsoft's mistake with Arkane Austin and Redfall on a much larger scale: steering single-player-adept studios toward live service projects in a misguided pursuit of infinite money, and then canning those games or closing the studios altogether when they don't work out. To name a few, games and staff at Bluepoint, Naughty Dog, Bend Studio, Firewalk, Bungie, and reportedly Guerrilla have all contributed to Sony's live service toll, which has left vanishingly few studios available to make some actual games for the PS5.

Saros was good and Ghost of Yotei was great, but in Sony's self-imposed game famine, Marvel's Wolverine was left to carry the weight of Atlas as fans pray that God of War Laufey and Intergalactic: The Heretic Prophet eventually stick the landing. I don't think it would've reviewed better, but in brighter times, Insomniac's latest likely would've been more warmly received. But years of waiting and enormous expectations have doomed it to become the punching bag for frustrations out of Insomniac's hands.

Sony oversaw the acquisition of Bungie and the end of Destiny 2, the game once meant to serve as a north star for PlayStation's fleet of live service ventures (and, grimly, perhaps has). We can only speculate that Sony has crunched the numbers on Death Stranding 2 and decided that Physint isn't worth the risk and doesn't hold value outside of potential sales returns. I don't even like Kojima's games and that feels shortsighted to me. And Sony has also reportedly pushed to pull back from PC gaming, end support for physical games, and charge more for less anywhere it can while aggressively monetizing a stagnant user base in a mature market which shockingly has not been helped by fewer options, fewer games, and higher prices.

Marvel's Wolverine - Wolvering in the spotlight of a Trask VTOL

(Image credit: Sony)

A backdrop of unpopular decisions and leadership failures has made the one-two punch of Physint and Marvel's Wolverine feel like a lot more than, respectively, a dropped and disappointing game. It's hard not to read them as the latest symptoms of a generational misstep. If PlayStation wasn't weighed down by the corpses of live service games, it may have the investment mobility to take on Physint, especially after the relationship built with Kojima Productions through the Death Stranding games. And if those live services hadn't fruitlessly consumed so much of the platform's development resources in recent years – that is, if we had some games coming out – people would probably shrug off a middling Wolverine game. This is just what happens when you go all-in and lose.

The Xbox reset has stoked more headlines, but PlayStation is staring down a sea change of its own after fumbling an unlosable position. It could not be more obvious that the platform's strategy is not working, is hurting game developers, and needs to change dramatically, and we still haven't reached the end of the consequences already set in motion. I'd love to say Sony's capped off a bad year with all of this, but it's only September and I've learned not to underestimate a corporation's capacity or thirst for failure.

Former PlayStation boss sounds just as surprised as everyone else that Sony let Hideo Kojima's Metal Gear successor go to Xbox.

Crowd of 100,000 laps up relentless sensory experience as NFL woos Melbourne | Jack Snape

The morning kick-off provided ‘incredible’ vibes for a sell-out crowd clearly different to that which attends AFL and cricket games at the venue

At 9am on a Friday, Melbourne’s tongues would usually be tinged with toothpaste. Beer, however, was the flavour craved by this throng of bros brought together by the visit of one of the United States’ great institutions.

Dressed in San Francisco 49ers red, LA Rams blue and every other colour of the 32-team NFL rainbow, the 100,021 fans had come to the competition’s first regular season match in Australia. They were there in droves, and 90 minutes from kick-off their thirst had already forced the closure of the pop-up pub adjacent to the MCG.

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Jacques Villeneuve über Vater Gilles: "Ich kann das, du nicht"

Wenn Stars jung sterben, bleiben sie im kollektiven Gedächtnis zwangsläufig für immer jung. Sie verkörpern romantisierte Vorstellungen von Heldentum und Opferbereitschaft. Für Motorsportfans wurde Gilles Villeneuves spektakulärer und aggressiver Fahrstil zum Inbegriff dessen, was einen Rennfahrer ausmacht. Sein Tod im Alter von 32 Jahren im Qualifying zum Grand Prix von Belgien 1982 in ...Weiterlesen

The AA games industry needs "a few more Expedition 33s" before publishers stop seeing smaller games as a major financial risk, says Valor Mortis director

Clair Obscur: Expedition 33 was a tornado while developer Sandfall Interactive was anticipating more of a pleasant breeze, selling a total of over 8 million copies, and helping reset expectations for how hard a AA game is supposed to make you cry. You might think this enormous reception would make publishers more eager to invest in AA and find their very own, relatively inexpensive blockbuster, but fellow mid-tier developer One More Level game director Radek Ratusznik says this isn't the case.

Publishers are squeamish about AA – it's as if all the warm thoughts of berets and fresh baguettes that French JRPG Expedition 33 inspired disappeared as soon as they started reaching for their checkbooks. So Ratusznik, who is leading what I hope will be another AA masterpiece in the zombie Soulslike Valor Mortis, believes the industry needs more unprecedented bestsellers.

It would be nice, wouldn't it? Both for players looking to experience creative risks that usually only small teams are willing to take, and for developers, who could use the encouragement. In any case, Ratusznik tells GamesIndustry.biz at this year's Gamescom, "We had this enormous success of Clair Obscur: Expedition 33, but still publishers find the AA segment quite risky."

Gustave stands in the foreground wearing beret and striped shirt

(Image credit: Kepler Interactive)

The director continues, "We probably need a few more Expedition 33s to just prove them wrong. Maybe one Expedition is not enough. There are also so many companies who can deliver very good titles in the AA scope and budget, not just spending hundreds of millions."

The problem is, some publishers already know this. What they're looking for is more than a lean team that knows what it's doing – they want a miracle, too. Ratusznik explains, "It's not like we can make the game in one year without any trouble. The game still needs proper time to be published and properly tested. I doubt that we can squeeze it that much, as probably some of the publishers would like to."

Unaware of the tribulations of being AA, I thoroughly enjoyed my time with Valor Mortis' demo at this year's Summer Game Fest. It's a strange 19th century French battle for moral greyness – which, you know, now that I'm saying it, almost sounds like another Expedition 33. Valor Mortis might be leading the change Ratusznik wants to see.

Ghostrunner devs abandon parkour for Valor Mortis, a first-person soulslike that might explain why the rest of the genre follows Dark Souls' lead.

"Langsam, aber sicher bin ich bereit": Förster weiter im Aufbau

Philipp Förster muss bei Fortuna Düsseldorf weiter auf seinen ersten Startelfeinsatz seit dem Saisonauftakt warten. Der 31-jährige Mittelfeldspieler arbeitet nach wie vor daran, einen Fitnessrückstand aufzuholen und dürfte auch in den kommenden Partien vor der Länderspielpause zunächst nur als Joker eingeplant sein.

Noch bei 100 Prozent

Bereits beim Saisonstart in Mannheim hatte Förster überraschend von Beginn an gespielt, konnte jedoch nicht an seine gewohnte Leistungsstärke anknüpfen und wurde zur Halbzeit ausgewechselt. Seitdem setzt Fortuna auf einen behutsamen Aufbau. Im Niederrheinpokalspiel beim SV Biemenhorst kam der Spielmacher am Mittwochabend nach der Pause zum Einsatz und zeigte seine fußballerischen Qualitäten, ist nach eigener Einschätzung aber noch nicht bereit für 90 Minuten.

"Ich bin in einem Fitnesszustand zu Fortuna gekommen, der nicht so war, wie wir uns das alle vorgestellt haben", erklärt Förster gegenüber der "Rheinischen Post". Nach seinem Abschied aus Darmstadt habe er sich über Wochen lediglich individuell fitgehalten, wodurch ihm wichtige Inhalte des Mannschaftstrainings gefehlt hätten. Zuletzt habe er jedoch deutliche Fortschritte gemacht: "Langsam, aber sicher bin ich bereit."

"Noch einen Weg mit ihm gehen"

Auch Trainer Alexander Ende sieht seinen Neuzugang auf dem richtigen Weg, rechnet aber kurzfristig noch nicht mit einem Einsatz über die volle Distanz. "Es fühlt sich langsam so an, als ob er bald so weit ist", sagt der 46-Jährige. Bis zur Länderspielpause werde der Verein allerdings "noch einen Weg mit ihm gehen". Vor dem Derby gegen den MSV Duisburg kommt hinzu, dass Förster zuletzt mit Halsschmerzen zu kämpfen hatte. Ob er im Traditionsduell eine größere Rolle einnehmen kann, ließ der Mittelfeldspieler offen. "Mal schauen", sagt er mit Blick auf einen möglichen Einsatz. Damit gestaltet sich der Start des erfahrenen Offensivspielers bei der Fortuna bislang schwieriger als erhofft.

In brief

How to increase your inventory in Valheim Valheim 1.0 finally lets you deepen your pockets, but it'll cost you.

Clearlake Capital close on buying out Chelsea co-owners Todd Boehly and Mark Walter Deal would value club at around £5bnWalter is seeking to raise funds to pay off insurersChelsea’s majority owners, Clearlake Capital, are closing in on an agreement to buy out co-owners Todd Boehly and Mark Walter in a deal that would see the pair make a profit on their investment and

Ubisoft is 'testing' making its games far less annoying to launch on Steam Ubisoft Connect, your time is up.

Shroom and Gloom is a positively mycelial roguelike double deckbuilder that's now out in early access There are probably many jokes one could make about mushrooms being edible, and mushrooms being like, edible, man in relation to Shroom and Gloom, a positively mycelial roguelike deckbuilder where you roam spore-filled dungeons with two decks of cards in tow. I won't do that though because that would mean